mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-15 19:22:25 +08:00
8a11690de7
- 将一些作为替代选项的空表替换为Util.DummyTable - 修复了控制失效bug - 修复了askForCards的bug - 为弃牌阶段弃牌禁止取消 - 谋徐盛血量变为100 - setMark追加count为0时设为nil的设定 - 各种国际化 - 观星盒追加旁边的牌堆名
360 lines
11 KiB
Lua
360 lines
11 KiB
Lua
-- FreeKill's fkparse interface
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-- fkparse (FreeKill parser), a game code generator
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-- For license information, check generated lua files.
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-- In most cases, fk's basic modules are loaded before extension calls
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-- "require 'fkparser'", so we needn't to import lua modules here.
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local string2suit = {
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spade = Card.Spade,
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club = Card.Club,
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heart = Card.Heart,
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diamond = Card.Diamond,
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no_suit = Card.NoSuit,
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no_suit_black = Card.NoSuitBlack,
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no_suit_red = Card.NoSuitRed,
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}
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local fkp = { functions = {} }
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fkp.functions.prepend = function(arr, e) table.insert(arr, 1, e) end
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fkp.functions.append = function(arr, e) table.insert(arr, e) end
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fkp.functions.drawCards = function(p, n) p:drawCards(n) end
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fkp.functions.loseHp = function(p, n) p.room:loseHp(p, n) end
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fkp.functions.loseMaxHp = function(p, n) p.room:changeMaxHp(p, -n) end
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fkp.functions.damage = function(from, to, n, nature, card, reason)
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local damage = {}
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damage.from = from
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damage.to = to
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damage.damage = n
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damage.damageType = nature
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damage.card = card
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damage.skillName = reason
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to.room:damage(damage)
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end
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fkp.functions.recover = function(player, int, who, card)
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local recover = {}
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recover.who = player
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recover.num = int
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recover.recoverBy = who
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recover.card = card
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player.room:recover(recover)
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end
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fkp.functions.recoverMaxHp = function(p, n) p.room:changeMaxHp(p, n) end
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fkp.functions.acquireSkill = function(player, skill)
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player.room:handleAddLoseSkills(player, skill)
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end
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fkp.functions.loseSkill = function(player, skill)
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player.room:handleAddLoseSkills(player, "-" .. skill)
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end
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fkp.functions.addMark = function(player, mark, count, hidden)
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local room = player.room
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if hidden then
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mark = string.gsub(mark, "@", "_")
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end
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room:addPlayerMark(player, mark, count)
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end
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fkp.functions.loseMark = function(player, mark, count, hidden)
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local room = player.room
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if hidden then
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mark = string.gsub(mark, "@", "_")
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end
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room:removePlayerMark(player, mark, count)
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end
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fkp.functions.getMark = function(player, mark, hidden)
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if hidden then
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mark = string.gsub(mark, "@", "_")
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end
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return player:getMark(mark)
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end
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fkp.functions.judge = function(player, reason, pattern, good, play_animation)
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local judge = {}
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judge.who = player
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judge.reason = reason
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judge.pattern = pattern
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-- judge.good = good
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-- judge.play_animation = play_animation
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player.room:judge(judge)
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return judge.card
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end
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fkp.functions.retrial = function(card, player, judge, skill_name, exchange)
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local room = player.room
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return room:retrial(card, player, judge, skill_name, exchange)
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end
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fkp.functions.hasSkill = function(p, s) return p:hasSkill(s) end
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fkp.functions.turnOver = function(p) p:turnOver() end
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fkp.functions.distanceTo = function(p1, p2) return p1:distanceTo(p2) end
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fkp.functions.getCards = function(p, area)
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return table.map(p:getCardIds(area), function(id) return Fk:getCardById(id) end)
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end
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-- interactive methods
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fkp.functions.buildPrompt = function(base, src, dest, arg, arg2)
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if src == nil then
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src = ""
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else
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src = src.id
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end
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if dest == nil then
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dest = ""
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else
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dest = dest.id
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end
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if arg == nil then arg = "" end
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if arg2 == nil then arg2 = "" end
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local prompt_tab = {src, dest, arg, arg2}
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if arg2 == "" then
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table.remove(prompt_tab, 4)
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if arg == "" then
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table.remove(prompt_tab, 3)
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if dest == "" then
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table.remove(prompt_tab, 2)
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if src == "" then
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table.remove(prompt_tab, 1)
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end
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end
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end
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end
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for _, str in ipairs(prompt_tab) do
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base = base .. ":" .. str
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end
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return base
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end
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fkp.functions.askForChoice = function(player, choices, reason)
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return player.room:askForChoice(player, choices, reason)
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end
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fkp.functions.askForPlayerChosen = function(player, targets, reason, prompt, optional, notify)
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return player.room:askForChoosePlayers(player, targets, 1, 1, prompt, reason)
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end
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fkp.functions.askForSkillInvoke = function(player, skill)
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return player:askForSkillInvoke(skill)
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end
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fkp.functions.askRespondForCard = function(player, pattern, prompt, isRetrial, skill_name)
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return player.room:askForResponse(player, skill_name, pattern, prompt, true)
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end
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-- skill prototypes
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--------------------------------------------
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fkp.CreateTriggerSkill = function(spec)
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local eve = {}
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local refresh_eve = {}
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local specs = spec.specs
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local re_specs = spec.refresh_specs
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for event, _ in pairs(specs) do
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table.insert(eve, event)
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end
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for event, _ in pairs(re_specs) do
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table.insert(refresh_eve, event)
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end
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return fk.CreateTriggerSkill{
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name = spec.name,
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frequency = spec.frequency or Skill.NotFrequent,
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events = eve,
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can_trigger = function(self, event, target, player, data)
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local func = specs[event] and specs[event][1] or nil
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if not func then
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return TriggerSkill.triggerable(self, event, target, player, data)
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end
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return func(self, target, player, data)
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end,
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on_trigger = function(self, event, target, player, data)
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local func = specs[event] and specs[event][4] or nil
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if not func then
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return TriggerSkill.trigger(self, event, target, player, data)
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end
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return func(self, target, player, data)
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end,
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on_cost = function(self, event, target, player, data)
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local func = specs[event] and specs[event][3] or nil
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if not func then
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return TriggerSkill.cost(self, event, target, player, data)
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end
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return func(self, target, player, data)
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end,
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on_use = function(self, event, target, player, data)
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local func = specs[event] and specs[event][2] or nil
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if not func then
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return TriggerSkill.use(self, event, target, player, data)
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end
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return func(self, target, player, data)
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end,
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refresh_events = refresh_eve,
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can_refresh = function(self, event, target, player, data)
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local func = re_specs[event] and re_specs[event][1] or nil
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if not func then
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return TriggerSkill.canRefresh(self, event, target, player, data)
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end
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return func(self, target, player, data)
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end,
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on_refresh = function(self, event, target, player, data)
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local func = re_specs[event] and re_specs[event][2] or nil
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if not func then
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return TriggerSkill.refresh(self, event, target, player, data)
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end
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return func(self, target, player, data)
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end,
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}
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end
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fkp.CreateActiveSkill = function(spec)
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return fk.CreateActiveSkill{
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name = spec.name,
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can_use = spec.can_use,
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card_filter = function(self, to_select, selected)
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local card = Fk:getCardById(to_select)
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local clist = {}
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for _, id in ipairs(selected) do
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table.insert(clist, Fk:getCardById(id))
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end
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return spec.card_filter(self, clist, card)
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end,
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target_filter = function(self, to_select, selected, cards)
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local room = Fk:currentRoom()
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local target = room:getPlayerById(to_select)
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local plist = {}
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for _, id in ipairs(selected) do
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table.insert(plist, room:getPlayerById(id))
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end
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local clist = {}
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for _, id in ipairs(cards) do
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table.insert(clist, Fk:getCardById(id))
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end
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return spec.target_filter(self, plist, target, clist)
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end,
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feasible = function(self, targets, cards)
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local room = Fk:currentRoom()
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local plist = {}
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for _, id in ipairs(targets) do
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table.insert(plist, room:getPlayerById(id))
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end
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local clist = {}
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for _, id in ipairs(cards) do
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table.insert(clist, Fk:getCardById(id))
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end
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return spec.feasible(self, plist, clist)
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end,
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on_use = function(self, room, use)
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local cards = use.cards
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local from = use.from
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local targets = use.tos
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local source = room:getPlayerById(from)
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local plist = {}
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for _, id in ipairs(targets) do
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table.insert(plist, room:getPlayerById(id))
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end
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local clist = {}
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for _, id in ipairs(cards) do
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table.insert(clist, Fk:getCardById(id))
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end
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return spec.on_use(self, source, plist, clist)
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end,
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on_effect = function(self, room, effect)
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-- TODO: active skill for card!
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end,
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}
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end
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fkp.functions.newVirtualCard = function(number, suit, name, subcards, skill)
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subcards = subcards or Util.DummyTable
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local ret = Fk:cloneCard(name, string2suit[suit], number)
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if not ret then
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ret = Fk:cloneCard("slash", string2suit[suit], number)
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end
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ret.skillName = skill
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ret:addSubcards(subcards)
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return ret
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end
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fkp.functions.buildPattern = function(names, suits, numbers)
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if not names then names = {"."} end
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if not suits then suits = {"."} end
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if not numbers then numbers = {"."} end
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names = table.concat(names, ",")
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suits = table.concat(suits, ",")
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numbers = table.concat(numbers, ",")
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return string.format("%s|%s|%s", names, numbers, suits)
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end
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fkp.CreateViewAsSkill = function(spec)
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return fk.CreateViewAsSkill{
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name = spec.name,
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card_filter = function(self, to_select, selected)
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local card = Fk:getCardById(to_select)
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local clist = {}
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for _, id in ipairs(selected) do
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table.insert(clist, Fk:getCardById(id))
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end
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return spec.card_filter(self, clist, card)
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end,
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view_as = function(self, cards)
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local clist = {}
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for _, c in ipairs(cards) do
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table.insert(clist, Fk:getCardById(c))
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end
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if spec.feasible(self, clist) then
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return spec.view_as(self, clist)
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end
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return nil
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end,
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enabled_at_play = spec.can_use,
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enabled_at_response = spec.can_response,
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pattern = table.concat(spec.response_patterns, ";"),
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}
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end
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fkp.CreateTargetModSkill = function(_spec)
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local spec = { name = _spec.name }
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local function getVCardFromActiveSkill(skill)
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if not string.find(skill.name, "_skill") then return 0 end
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local str = string.gsub(skill.name, "_skill", "")
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return Fk:cloneCard(str)
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end
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if _spec.residue_func then
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spec.residue_func = function(self, target, skill, scope, card)
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return _spec.residue_func(self, target, card or getVCardFromActiveSkill(skill))
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end
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end
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if _spec.distance_limit_func then
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spec.distance_limit_func = function(self, target, skill, card)
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return _spec.distance_limit_func(self, target, card or getVCardFromActiveSkill(skill))
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end
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end
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if _spec.extra_target_func then
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spec.extra_target_func = function(self, target, skill, card)
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return _spec.extra_target_func(self, target, card or getVCardFromActiveSkill(skill))
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end
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end
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return fk.CreateTargetModSkill(spec)
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end
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fkp.CreateFilterSkill = fk.CreateFilterSkill
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fkp.CreateProhibitSkill = fk.CreateProhibitSkill
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fkp.CreateDistanceSkill = fk.CreateDistanceSkill
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fkp.CreateMaxCardsSkill = fk.CreateMaxCardsSkill
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fkp.CreateAttackRangeSkill = fk.CreateAttackRangeSkill
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return fkp
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