mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 03:32:34 +08:00
162b3af505
* distance & snatch * distance & snatch - clean * fix: client.alive_players * room:askForCardChosen(todo: snatch) * add skill to players(uncomplete) * ui of skill btn * expand pile(not completed) * Use card2 (#23) * snatch (todo: owner_map) * owner_map * remove too many snatch * update * call active skill's functions * use zhiheng * Qt6 (#24) * use qt6 * android compiling * remove version number of qml import * correct anti-sql injection; update deprecated code * add fkparse as submodule * link fkparse, and write simple functions * adjust ui * adjust layout for photos; fix qml warning * android problem fix (partially) * move ico * update copy_assets * update logic for ok/cancel btn
146 lines
4.1 KiB
Lua
146 lines
4.1 KiB
Lua
GameRule = fk.CreateTriggerSkill{
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name = "game_rule",
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events = {
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fk.GameStart, fk.DrawInitialCards, fk.TurnStart,
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fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging,
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},
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priority = 0,
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can_trigger = function(self, event, target, player, data)
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return (target == player) or (target == nil)
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end,
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on_trigger = function(self, event, target, player, data)
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if RoomInstance.tag["SkipGameRule"] then
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RoomInstance.tag["SkipGameRule"] = false
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return false
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end
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if target == nil then
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if event == fk.GameStart then
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print("Game started")
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RoomInstance.tag["FirstRound"] = true
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end
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return false
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end
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local room = player.room
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switch(event, {
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[fk.DrawInitialCards] = function()
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if data.num > 0 then
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-- TODO: need a new function to call the UI
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local cardIds = room:getNCards(data.num)
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player:addCards(Player.Hand, cardIds)
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local move_to_notify = {} ---@type CardsMoveStruct
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move_to_notify.toArea = Card.PlayerHand
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move_to_notify.to = player.id
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move_to_notify.moveInfo = {}
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for _, id in ipairs(cardIds) do
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table.insert(move_to_notify.moveInfo,
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{ cardId = id, fromArea = Card.DrawPile })
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end
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room:notifyMoveCards(room.players, {move_to_notify})
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for _, id in ipairs(cardIds) do
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room:setCardArea(id, Card.PlayerHand, player.id)
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end
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room.logic:trigger(fk.AfterDrawInitialCards, player, data)
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end
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end,
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[fk.TurnStart] = function()
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player = room.current
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if room.tag["FirstRound"] == true then
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room.tag["FirstRound"] = false
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player:setFlag("Global_FirstRound")
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end
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-- TODO: send log
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player:addMark("Global_TurnCount")
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if not player.faceup then
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player:setFlag("-Global_FirstRound")
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player:turnOver()
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elseif not player.dead then
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player:play()
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end
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end,
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[fk.EventPhaseProceeding] = function()
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switch(player.phase, {
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[Player.PhaseNone] = function()
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error("You should never proceed PhaseNone")
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end,
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[Player.RoundStart] = function()
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end,
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[Player.Start] = function()
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end,
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[Player.Judge] = function()
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end,
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[Player.Draw] = function()
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room:drawCards(player, 2, self.name)
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end,
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[Player.Play] = function()
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while not player.dead do
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room:notifyMoveFocus(player, "PlayCard")
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local result = room:doRequest(player, "PlayCard", player.id)
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if result == "" then break end
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local data = json.decode(result)
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local card = data.card
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local targets = data.targets
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if type(card) == "string" then
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local card_data = json.decode(card)
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local skill = Fk.skills[card_data.skill]
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local selected_cards = card_data.subcards
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skill:onEffect(room, {
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from = player.id,
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cards = selected_cards,
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tos = targets,
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})
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else
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local use = {} ---@type CardUseStruct
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use.from = player.id
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use.tos = {}
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for _, target in ipairs(targets) do
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table.insert(use.tos, { target })
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end
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use.cardId = card
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room:useCard(use)
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end
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end
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end,
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[Player.Discard] = function()
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local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards()
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if discardNum > 0 then
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room:askForDiscard(player, discardNum, discardNum, false, self.name)
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end
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end,
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[Player.Finish] = function()
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end,
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[Player.NotActive] = function()
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end,
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})
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end,
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[fk.EventPhaseEnd] = function()
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if player.phase == Player.Play then
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-- TODO: clear history
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end
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end,
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[fk.EventPhaseChanging] = function()
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-- TODO: copy but dont copy all
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end,
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default = function()
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print("game_rule: Event=" .. event)
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room:askForSkillInvoke(player, "rule")
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end,
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})
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return false
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end,
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}
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