---@param victim ServerPlayer local function getWinner(victim) local room = victim.room local winner = "" local alive = room.alive_players 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 killer ServerPlayer local function rewardAndPunish(killer, victim) if 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 end GameRule = fk.CreateTriggerSkill{ name = "game_rule", refresh_events = { fk.GameStart, fk.DrawInitialCards, fk.TurnStart, fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging, fk.RoundStart, fk.AskForPeaches, fk.AskForPeachesDone, fk.GameOverJudge, fk.BuryVictim, }, priority = 0, can_refresh = function(self, event, target, player, data) return (target == player) or (target == nil) end, on_refresh = function(self, event, target, player, data) local room = player.room if room:getTag("SkipGameRule") then room:setTag("SkipGameRule", false) return false end if event == fk.GameStart then room:setTag("FirstRound", true) room:setTag("RoundCount", 0) return false end switch(event, { [fk.DrawInitialCards] = function() if data.num > 0 then -- TODO: need a new function to call the UI local cardIds = room:getNCards(data.num) player:addCards(Player.Hand, cardIds) for _, id in ipairs(cardIds) do Fk:filterCard(id, player) end local move_to_notify = {} ---@type CardsMoveStruct move_to_notify.toArea = Card.PlayerHand move_to_notify.to = player.id move_to_notify.moveInfo = {} move_to_notify.moveReason = fk.ReasonDraw for _, id in ipairs(cardIds) do table.insert(move_to_notify.moveInfo, { cardId = id, fromArea = Card.DrawPile }) end room:notifyMoveCards(nil, {move_to_notify}) for _, id in ipairs(cardIds) do room:setCardArea(id, Card.PlayerHand, player.id) end room.logic:trigger(fk.AfterDrawInitialCards, player, data) end end, [fk.RoundStart] = function() if room:getTag("FirstRound") then room:setTag("FirstRound", false) end room:setTag("RoundCount", room:getTag("RoundCount") + 1) for _, p in ipairs(room.players) do p:setCardUseHistory("", 0, Player.HistoryRound) p:setSkillUseHistory("", 0, Player.HistoryRound) for name, _ in pairs(p.mark) do if name:endsWith("-round") then room:setPlayerMark(p, name, 0) end end end room:sendLog{ type = "$AppendSeparator" } end, [fk.TurnStart] = function() if not player.faceup then player:turnOver() elseif not player.dead then player:play() end end, [fk.EventPhaseProceeding] = function() switch(player.phase, { [Player.PhaseNone] = function() error("You should never proceed PhaseNone") end, [Player.RoundStart] = function() end, [Player.Start] = function() end, [Player.Judge] = function() local cards = player:getCardIds(Player.Judge) for i = #cards, 1, -1 do local card card = player:removeVirtualEquip(cards[i]) if not card then card = Fk:getCardById(cards[i]) end room:moveCardTo(card, Card.Processing, nil, fk.ReasonPut, self.name) ---@type CardEffectEvent local effect_data = { card = card, to = player.id, tos = { {player.id} }, } room:doCardEffect(effect_data) if effect_data.isCancellOut and card.skill then card.skill:onNullified(room, effect_data) end end end, [Player.Draw] = function() local data = { n = 2 } room.logic:trigger(fk.DrawNCards, player, data) room:drawCards(player, data.n, self.name) room.logic:trigger(fk.AfterDrawNCards, player, data) end, [Player.Play] = function() while not player.dead do room:notifyMoveFocus(player, "PlayCard") local result = room:doRequest(player, "PlayCard", player.id) if result == "" then break end local use = room:handleUseCardReply(player, result) if use then room:useCard(use) end end end, [Player.Discard] = function() local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards() if discardNum > 0 then room:askForDiscard(player, discardNum, discardNum, false, self.name) end end, [Player.Finish] = function() end, [Player.NotActive] = function() end, }) end, [fk.EventPhaseEnd] = function() if player.phase == Player.Play then for _, p in ipairs(room.players) do p:setCardUseHistory("", 0, Player.HistoryPhase) p:setSkillUseHistory("", 0, Player.HistoryPhase) for name, _ in pairs(p.mark) do if name:endsWith("-phase") then room:setPlayerMark(p, name, 0) end end end end end, [fk.EventPhaseChanging] = function() -- TODO: copy but dont copy all if data.to == Player.NotActive then for _, p in ipairs(room.players) do p:setCardUseHistory("", 0, Player.HistoryTurn) p:setSkillUseHistory("", 0, Player.HistoryTurn) for name, _ in pairs(p.mark) do if name:endsWith("-turn") then room:setPlayerMark(p, name, 0) end end end end end, [fk.AskForPeaches] = function() local dyingPlayer = room:getPlayerById(data.who) while dyingPlayer.hp < 1 do local pattern = "peach" if player == dyingPlayer then pattern = pattern .. ",analeptic" end local peach_use = room:askForUseCard(player, "peach", pattern) if not peach_use then break end peach_use.tos = { {dyingPlayer.id} } if peach_use.card.trueName == "analeptic" then peach_use.extra_data = peach_use.extra_data or {} peach_use.extra_data.analepticRecover = true end room:useCard(peach_use) end end, [fk.AskForPeachesDone] = function() if player.hp < 1 and not data.ignoreDeath then ---@type DeathStruct local deathData = { who = player.id, damage = data.damage, } room:killPlayer(deathData) end end, [fk.GameOverJudge] = function() local winner = getWinner(player) if winner ~= "" then room:gameOver(winner) return true end end, [fk.BuryVictim] = function() player:bury() if room.tag["SkipNormalDeathProcess"] then return false end local damage = data.damage if damage and damage.from then local killer = damage.from rewardAndPunish(killer, player); end end, default = function() print("game_rule: Event=" .. event) room:askForSkillInvoke(player, "rule") end, }) return false end, }