FreeKill/lua/fk_ex.lua
notify 2ab79a26fb Better trigger (#45)
* set gamerule a refresh trigger skill

* cost and use of trigger skill
2023-01-16 21:04:28 +08:00

294 lines
10 KiB
Lua

-- load types for extension
dofile "lua/server/event.lua"
dofile "lua/server/system_enum.lua"
TriggerSkill = require "core.skill_type.trigger"
ActiveSkill = require "core.skill_type.active_skill"
ViewAsSkill = require "core.skill_type.view_as"
DistanceSkill = require "core.skill_type.distance"
StatusSkills = {
DistanceSkill,
}
BasicCard = require "core.card_type.basic"
local Trick = require "core.card_type.trick"
TrickCard, DelayedTrickCard = table.unpack(Trick)
local Equip = require "core.card_type.equip"
_, Weapon, Armor, DefensiveRide, OffensiveRide, Treasure = table.unpack(Equip)
---@class SkillSpec: Skill
---@alias TrigFunc fun(self: TriggerSkill, event: Event, target: ServerPlayer, player: ServerPlayer):boolean
---@class TriggerSkillSpec: SkillSpec
---@field global boolean
---@field events Event | Event[]
---@field refresh_events Event | Event[]
---@field priority number | table<Event, number>
---@field on_trigger TrigFunc
---@field can_trigger TrigFunc
---@field on_cost TrigFunc
---@field on_use TrigFunc
---@field on_refresh TrigFunc
---@field can_refresh TrigFunc
---@param spec TriggerSkillSpec
---@return TriggerSkill
function fk.CreateTriggerSkill(spec)
assert(type(spec.name) == "string")
--assert(type(spec.on_trigger) == "function")
if spec.frequency then assert(type(spec.frequency) == "number") end
local frequency = spec.frequency or Skill.NotFrequent
local skill = TriggerSkill:new(spec.name, frequency)
if type(spec.events) == "number" then
table.insert(skill.events, spec.events)
elseif type(spec.events) == "table" then
table.insertTable(skill.events, spec.events)
end
if type(spec.refresh_events) == "number" then
table.insert(skill.refresh_events, spec.refresh_events)
elseif type(spec.refresh_events) == "table" then
table.insertTable(skill.refresh_events, spec.refresh_events)
end
if type(spec.global) == "boolean" then skill.global = spec.global end
if spec.on_trigger then skill.trigger = spec.on_trigger end
if spec.can_trigger then
skill.triggerable = spec.can_trigger
end
if spec.on_cost then skill.cost = spec.on_cost end
if spec.on_use then skill.use = spec.on_use end
if spec.can_refresh then
skill.canRefresh = spec.can_refresh
end
if spec.on_refresh then
skill.refresh = spec.on_refresh
end
if not spec.priority then
if frequency == Skill.Wake then
spec.priority = 3
elseif frequency == Skill.Compulsory then
spec.priority = 2
else
spec.priority = 1
end
end
if type(spec.priority) == "number" then
for _, event in ipairs(skill.events) do
skill.priority_table[event] = spec.priority
end
elseif type(spec.priority) == "table" then
for event, priority in pairs(spec.priority) do
skill.priority_table[event] = priority
end
end
return skill
end
---@class ActiveSkillSpec: SkillSpec
---@field can_use fun(self: ActiveSkill, player: Player): boolean
---@field card_filter fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_targets: integer[]): boolean
---@field target_filter fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_cards: integer[]): boolean
---@field feasible fun(self: ActiveSkill, selected: integer[], selected_cards: integer[]): boolean
---@field on_use fun(self: ActiveSkill, room: Room, cardUseEvent: CardUseStruct): boolean
---@field on_effect fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean
---@field on_nullified fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean
---@param spec ActiveSkillSpec
---@return ActiveSkill
function fk.CreateActiveSkill(spec)
assert(type(spec.name) == "string")
local skill = ActiveSkill:new(spec.name)
if spec.can_use then skill.canUse = spec.can_use end
if spec.card_filter then skill.cardFilter = spec.card_filter end
if spec.target_filter then skill.targetFilter = spec.target_filter end
if spec.feasible then skill.feasible = spec.feasible end
if spec.on_use then skill.onUse = spec.on_use end
if spec.on_effect then skill.onEffect = spec.on_effect end
if spec.on_nullified then skill.onNullified = spec.on_nullified end
return skill
end
---@class ViewAsSkillSpec: SkillSpec
---@field card_filter fun(self: ViewAsSkill, to_select: integer, selected: integer[]): boolean
---@field view_as fun(self: ViewAsSkill, cards: integer[])
---@field pattern string
---@field enabled_at_play fun(self: ViewAsSkill, player: Player): boolean
---@field enabled_at_response fun(self: ViewAsSkill, player: Player): boolean
---@param spec ViewAsSkillSpec
---@return ViewAsSkill
function fk.CreateViewAsSkill(spec)
assert(type(spec.name) == "string")
assert(type(spec.view_as) == "function")
local skill = ViewAsSkill:new(spec.name)
skill.viewAs = spec.view_as
if spec.card_filter then
skill.cardFilter = spec.card_filter
end
if type(spec.pattern) == "string" then
skill.pattern = spec.pattern
end
if type(spec.enabled_at_play) == "function" then
skill.enabledAtPlay = spec.enabled_at_play
end
if type(spec.enabled_at_response) == "function" then
skill.enabledAtResponse = spec.enabled_at_response
end
return skill
end
---@class DistanceSpec: SkillSpec
---@field correct_func fun(self: DistanceSkill, from: Player, to: Player)
---@field global boolean
---@param spec DistanceSpec
---@return DistanceSkill
function fk.CreateDistanceSkill(spec)
assert(type(spec.name) == "string")
assert(type(spec.correct_func) == "function")
local skill = DistanceSkill:new(spec.name)
skill.getCorrect = spec.correct_func
if spec.global then
skill.global = spec.global
end
return skill
end
---@class CardSpec: Card
---@field skill Skill
local defaultCardSkill = fk.CreateActiveSkill{
name = "default_card_skill",
on_use = function(self, room, use)
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
use.tos = { { use.from } }
end
end
}
---@param spec CardSpec
---@return BasicCard
function fk.CreateBasicCard(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = BasicCard:new(spec.name, spec.suit, spec.number)
card.skill = spec.skill or defaultCardSkill
return card
end
---@param spec CardSpec
---@return TrickCard
function fk.CreateTrickCard(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = TrickCard:new(spec.name, spec.suit, spec.number)
card.skill = spec.skill or defaultCardSkill
return card
end
---@param spec CardSpec
---@return DelayedTrickCard
function fk.CreateDelayedTrickCard(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = DelayedTrickCard:new(spec.name, spec.suit, spec.number)
card.skill = spec.skill or defaultCardSkill
return card
end
---@param spec CardSpec
---@return Weapon
function fk.CreateWeapon(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
if spec.attack_range then assert(type(spec.attack_range) == "number" and spec.attack_range >= 0) end
local card = Weapon:new(spec.name, spec.suit, spec.number, spec.attack_range)
card.skill = spec.skill or defaultCardSkill
return card
end
---@param spec CardSpec
---@return Armor
function fk.CreateArmor(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = Armor:new(spec.name, spec.suit, spec.number)
card.skill = spec.skill or defaultCardSkill
return card
end
---@param spec CardSpec
---@return DefensiveRide
function fk.CreateDefensiveRide(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = DefensiveRide:new(spec.name, spec.suit, spec.number)
card.skill = spec.skill or defaultCardSkill
return card
end
---@param spec CardSpec
---@return OffensiveRide
function fk.CreateOffensiveRide(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = OffensiveRide:new(spec.name, spec.suit, spec.number)
card.skill = spec.skill or defaultCardSkill
return card
end
---@param spec CardSpec
---@return Treasure
function fk.CreateTreasure(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = Treasure:new(spec.name, spec.suit, spec.number)
card.skill = spec.skill or defaultCardSkill
return card
end