FreeKill/packages/standard/game_rule.lua
notify 162b3af505 Use skill (#25)
* 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
2022-09-14 13:01:10 +08:00

146 lines
4.1 KiB
Lua

GameRule = fk.CreateTriggerSkill{
name = "game_rule",
events = {
fk.GameStart, fk.DrawInitialCards, fk.TurnStart,
fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging,
},
priority = 0,
can_trigger = function(self, event, target, player, data)
return (target == player) or (target == nil)
end,
on_trigger = function(self, event, target, player, data)
if RoomInstance.tag["SkipGameRule"] then
RoomInstance.tag["SkipGameRule"] = false
return false
end
if target == nil then
if event == fk.GameStart then
print("Game started")
RoomInstance.tag["FirstRound"] = true
end
return false
end
local room = player.room
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)
local move_to_notify = {} ---@type CardsMoveStruct
move_to_notify.toArea = Card.PlayerHand
move_to_notify.to = player.id
move_to_notify.moveInfo = {}
for _, id in ipairs(cardIds) do
table.insert(move_to_notify.moveInfo,
{ cardId = id, fromArea = Card.DrawPile })
end
room:notifyMoveCards(room.players, {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.TurnStart] = function()
player = room.current
if room.tag["FirstRound"] == true then
room.tag["FirstRound"] = false
player:setFlag("Global_FirstRound")
end
-- TODO: send log
player:addMark("Global_TurnCount")
if not player.faceup then
player:setFlag("-Global_FirstRound")
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()
end,
[Player.Draw] = function()
room:drawCards(player, 2, self.name)
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 data = json.decode(result)
local card = data.card
local targets = data.targets
if type(card) == "string" then
local card_data = json.decode(card)
local skill = Fk.skills[card_data.skill]
local selected_cards = card_data.subcards
skill:onEffect(room, {
from = player.id,
cards = selected_cards,
tos = targets,
})
else
local use = {} ---@type CardUseStruct
use.from = player.id
use.tos = {}
for _, target in ipairs(targets) do
table.insert(use.tos, { target })
end
use.cardId = card
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
-- TODO: clear history
end
end,
[fk.EventPhaseChanging] = function()
-- TODO: copy but dont copy all
end,
default = function()
print("game_rule: Event=" .. event)
room:askForSkillInvoke(player, "rule")
end,
})
return false
end,
}