FreeKill/lua/server/serverplayer.lua

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2022-03-30 16:33:56 +08:00
---@class ServerPlayer : Player
---@field serverplayer fk.ServerPlayer
---@field room Room
---@field next ServerPlayer
---@field request_data string
---@field client_reply string
---@field default_reply string
---@field reply_ready boolean
---@field reply_cancel boolean
---@field phases Phase[]
---@field skipped_phases Phase[]
---@field phase_state table[]
---@field phase_index integer
---@field role_shown boolean
local ServerPlayer = Player:subclass("ServerPlayer")
function ServerPlayer:initialize(_self)
Player.initialize(self)
self.serverplayer = _self
self.id = _self:getId()
self.state = _self:getStateString()
self.room = nil
-- Below are for doBroadcastRequest
self.request_data = ""
self.client_reply = ""
self.default_reply = ""
self.reply_ready = false
self.reply_cancel = false
self.phases = {}
self.skipped_phases = {}
end
---@param command string
---@param jsonData string
function ServerPlayer:doNotify(command, jsonData)
self.serverplayer:doNotify(command, jsonData)
end
--- Send a request to client, and allow client to reply within *timeout* seconds.
---
--- *timeout* must not be negative. If nil, room.timeout is used.
---@param command string
---@param jsonData string
---@param timeout integer
function ServerPlayer:doRequest(command, jsonData, timeout)
timeout = timeout or self.room.timeout
self.client_reply = ""
self.reply_ready = false
self.reply_cancel = false
self.serverplayer:doRequest(command, jsonData, timeout)
end
local function _waitForReply(player, timeout)
local result
local start = fk.GetMicroSecond()
while true do
result = player.serverplayer:waitForReply(0)
if result ~= "__notready" then
return result
end
if timeout and (fk.GetMicroSecond() - start) / 1000 >= timeout * 1000 then
return ""
end
coroutine.yield()
end
end
--- Wait for at most *timeout* seconds for reply from client.
---
--- If *timeout* is negative or **nil**, the function will wait forever until get reply.
---@param timeout integer @ seconds to wait
---@return string @ JSON data
function ServerPlayer:waitForReply(timeout)
local result = _waitForReply(self, timeout)
self.request_data = ""
self.client_reply = result
if result == "__cancel" then
result = ""
self.reply_cancel = true
end
if result ~= "" then self.reply_ready = true end
return result
end
---@param player ServerPlayer
function ServerPlayer:marshal(player)
local room = self.room
room:notifyProperty(player, self, "maxHp")
room:notifyProperty(player, self, "hp")
-- TODO
--room:notifyProperty(player, self, "gender")
if self.kingdom ~= Fk.generals[self.general].kingdom then
room:notifyProperty(player, self, "kingdom")
end
if self.dead then
room:notifyProperty(player, self, "dead")
room:notifyProperty(player, self, "role")
else
room:notifyProperty(player, self, "seat")
room:notifyProperty(player, self, "phase")
end
if not self.faceup then
room:notifyProperty(player, self, "faceup")
end
if self.chained then
room:notifyProperty(player, self, "chained")
end
local card_moves = {}
if #self.player_cards[Player.Hand] ~= 0 then
local info = {}
for _, i in ipairs(self.player_cards[Player.Hand]) do
table.insert(info, { cardId = i, fromArea = Card.DrawPile })
end
local move = {
moveInfo = info,
to = self.id,
toArea = Card.PlayerHand
}
table.insert(card_moves, move)
end
if #self.player_cards[Player.Equip] ~= 0 then
local info = {}
for _, i in ipairs(self.player_cards[Player.Equip]) do
table.insert(info, { cardId = i, fromArea = Card.DrawPile })
end
local move = {
moveInfo = info,
to = self.id,
toArea = Card.PlayerEquip
}
table.insert(card_moves, move)
end
if #self.player_cards[Player.Judge] ~= 0 then
local info = {}
for _, i in ipairs(self.player_cards[Player.Judge]) do
table.insert(info, { cardId = i, fromArea = Card.DrawPile })
end
local move = {
moveInfo = info,
to = self.id,
toArea = Card.PlayerJudge
}
table.insert(card_moves, move)
end
if #card_moves > 0 then
room:notifyMoveCards({ player }, card_moves)
end
-- TODO: pile, mark
for _, s in ipairs(self.player_skills) do
player:doNotify("AddSkill", json.encode{self.id, s.name})
end
for k, v in pairs(self.cardUsedHistory) do
player:doNotify("AddCardUseHistory", json.encode{k, v})
end
if self.role_shown then
room:notifyProperty(player, self, "role")
end
end
function ServerPlayer:reconnect()
local room = self.room
self.serverplayer:setStateString("online")
self:doNotify("Setup", json.encode{
self.id,
self.serverplayer:getScreenName(),
self.serverplayer:getAvatar(),
})
self:doNotify("EnterLobby", "")
self:doNotify("EnterRoom", json.encode{
#room.players, room.timeout,
})
room:notifyProperty(self, self, "role")
-- send player data
for _, p in ipairs(room:getOtherPlayers(self)) do
self:doNotify("AddPlayer", json.encode{
p.id,
p.serverplayer:getScreenName(),
p.serverplayer:getAvatar(),
})
end
local player_circle = {}
for i = 1, #room.players do
table.insert(player_circle, room.players[i].id)
end
self:doNotify("ArrangeSeats", json.encode(player_circle))
for _, p in ipairs(room.players) do
room:notifyProperty(self, p, "general")
p:marshal(self)
end
-- TODO: tell drawPile
room:broadcastProperty(self, "state")
end
function ServerPlayer:isAlive()
return self.dead == false
end
function ServerPlayer:getNextAlive()
if #self.room.alive_players == 0 then
return self
end
local ret = self.next
while ret.dead do
ret = ret.next
end
return ret
end
function ServerPlayer:turnOver()
self.faceup = not self.faceup
self.room:broadcastProperty(self, "faceup")
self.room:sendLog{
type = "#TurnOver",
from = self.id,
arg = self.faceup and "face_up" or "face_down",
}
self.room.logic:trigger(fk.TurnedOver, self)
end
---@param from_phase Phase
---@param to_phase Phase
function ServerPlayer:changePhase(from_phase, to_phase)
local room = self.room
local logic = room.logic
self.phase = Player.PhaseNone
local phase_change = {
from = from_phase,
to = to_phase
}
local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
if skip and to_phase ~= Player.NotActive then
self.phase = from_phase
return true
end
self.phase = to_phase
room:notifyProperty(self, self, "phase")
if #self.phases > 0 then
table.remove(self.phases, 1)
end
if not logic:trigger(fk.EventPhaseStart, self) then
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseProceeding, self)
end
end
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseEnd, self)
end
return false
end
local phase_name_table = {
[Player.Judge] = "phase_judge",
[Player.Draw] = "phase_draw",
[Player.Play] = "phase_play",
[Player.Discard] = "phase_discard",
}
---@param phase_table Phase[]
function ServerPlayer:play(phase_table)
phase_table = phase_table or {}
if #phase_table > 0 then
if not table.contains(phase_table, Player.NotActive) then
table.insert(phase_table, Player.NotActive)
end
else
phase_table = {
Player.RoundStart, Player.Start,
Player.Judge, Player.Draw, Player.Play, Player.Discard,
Player.Finish, Player.NotActive,
}
end
self.phases = phase_table
self.phase_state = {}
local phases = self.phases
local phase_state = self.phase_state
local room = self.room
for i = 1, #phases do
phase_state[i] = {
phase = phases[i],
skipped = self.skipped_phases[phases[i]] or false
}
end
for i = 1, #phases do
if self.dead then
self:changePhase(self.phase, Player.NotActive)
break
end
self.phase_index = i
local phase_change = {
from = self.phase,
to = phases[i]
}
local logic = self.room.logic
self.phase = Player.PhaseNone
local skip = phase_state[i].skipped
if not skip then
skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
end
phases[i] = phase_change.to
phase_state[i].phase = phases[i]
self.phase = phases[i]
room:notifyProperty(self, self, "phase")
local cancel_skip = true
if phases[i] ~= Player.NotActive and (skip) then
cancel_skip = logic:trigger(fk.EventPhaseSkipping, self)
end
if (not skip) or (cancel_skip) then
if not logic:trigger(fk.EventPhaseStart, self) then
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseProceeding, self)
end
end
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseEnd, self)
else
self.skipped_phases = {}
end
else
room:sendLog{
type = "#PhaseSkipped",
from = self.id,
arg = phase_name_table[self.phase],
}
end
end
end
---@param phase Phase
function ServerPlayer:skip(phase)
if not table.contains({
Player.Judge,
Player.Draw,
Player.Play,
Player.Discard
}, phase) then
return
end
self.skipped_phases[phase] = true
for _, t in ipairs(self.phase_state) do
if t.phase == phase then
t.skipped = true
end
end
end
function ServerPlayer:drawCards(num, skillName, fromPlace)
return self.room:drawCards(self, num, skillName, fromPlace)
end
function ServerPlayer:bury()
-- self:clearFlags()
-- self:clearHistory()
self:throwAllCards()
-- self:throwAllMarks()
-- self:clearPiles()
-- self.room:clearPlayerCardLimitation(self, false)
end
function ServerPlayer:throwAllCards(flag)
local room = self.room
flag = flag or "hej"
if string.find(flag, "h") then
room:throwCard(self.player_cards[Player.Hand], "", self)
end
if string.find(flag, "e") then
room:throwCard(self.player_cards[Player.Equip], "", self)
end
if string.find(flag, "j") then
room:throwCard(self.player_cards[Player.Judge], "", self)
end
end
function ServerPlayer:addCardUseHistory(cardName, num)
Player.addCardUseHistory(self, cardName, num)
self:doNotify("AddCardUseHistory", json.encode{cardName, num})
end
function ServerPlayer:resetCardUseHistory(cardName)
Player.resetCardUseHistory(self, cardName)
self:doNotify("ResetCardUseHistory", cardName or "")
end
return ServerPlayer