mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 03:32:34 +08:00
2ab79a26fb
* set gamerule a refresh trigger skill * cost and use of trigger skill
294 lines
10 KiB
Lua
294 lines
10 KiB
Lua
-- load types for extension
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dofile "lua/server/event.lua"
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dofile "lua/server/system_enum.lua"
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TriggerSkill = require "core.skill_type.trigger"
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ActiveSkill = require "core.skill_type.active_skill"
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ViewAsSkill = require "core.skill_type.view_as"
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DistanceSkill = require "core.skill_type.distance"
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StatusSkills = {
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DistanceSkill,
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}
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BasicCard = require "core.card_type.basic"
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local Trick = require "core.card_type.trick"
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TrickCard, DelayedTrickCard = table.unpack(Trick)
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local Equip = require "core.card_type.equip"
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_, Weapon, Armor, DefensiveRide, OffensiveRide, Treasure = table.unpack(Equip)
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---@class SkillSpec: Skill
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---@alias TrigFunc fun(self: TriggerSkill, event: Event, target: ServerPlayer, player: ServerPlayer):boolean
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---@class TriggerSkillSpec: SkillSpec
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---@field global boolean
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---@field events Event | Event[]
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---@field refresh_events Event | Event[]
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---@field priority number | table<Event, number>
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---@field on_trigger TrigFunc
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---@field can_trigger TrigFunc
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---@field on_cost TrigFunc
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---@field on_use TrigFunc
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---@field on_refresh TrigFunc
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---@field can_refresh TrigFunc
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---@param spec TriggerSkillSpec
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---@return TriggerSkill
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function fk.CreateTriggerSkill(spec)
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assert(type(spec.name) == "string")
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--assert(type(spec.on_trigger) == "function")
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if spec.frequency then assert(type(spec.frequency) == "number") end
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local frequency = spec.frequency or Skill.NotFrequent
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local skill = TriggerSkill:new(spec.name, frequency)
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if type(spec.events) == "number" then
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table.insert(skill.events, spec.events)
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elseif type(spec.events) == "table" then
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table.insertTable(skill.events, spec.events)
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end
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if type(spec.refresh_events) == "number" then
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table.insert(skill.refresh_events, spec.refresh_events)
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elseif type(spec.refresh_events) == "table" then
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table.insertTable(skill.refresh_events, spec.refresh_events)
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end
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if type(spec.global) == "boolean" then skill.global = spec.global end
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if spec.on_trigger then skill.trigger = spec.on_trigger end
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if spec.can_trigger then
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skill.triggerable = spec.can_trigger
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end
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if spec.on_cost then skill.cost = spec.on_cost end
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if spec.on_use then skill.use = spec.on_use end
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if spec.can_refresh then
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skill.canRefresh = spec.can_refresh
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end
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if spec.on_refresh then
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skill.refresh = spec.on_refresh
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end
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if not spec.priority then
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if frequency == Skill.Wake then
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spec.priority = 3
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elseif frequency == Skill.Compulsory then
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spec.priority = 2
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else
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spec.priority = 1
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end
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end
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if type(spec.priority) == "number" then
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for _, event in ipairs(skill.events) do
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skill.priority_table[event] = spec.priority
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end
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elseif type(spec.priority) == "table" then
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for event, priority in pairs(spec.priority) do
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skill.priority_table[event] = priority
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end
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end
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return skill
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end
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---@class ActiveSkillSpec: SkillSpec
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---@field can_use fun(self: ActiveSkill, player: Player): boolean
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---@field card_filter fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_targets: integer[]): boolean
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---@field target_filter fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_cards: integer[]): boolean
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---@field feasible fun(self: ActiveSkill, selected: integer[], selected_cards: integer[]): boolean
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---@field on_use fun(self: ActiveSkill, room: Room, cardUseEvent: CardUseStruct): boolean
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---@field on_effect fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean
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---@field on_nullified fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean
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---@param spec ActiveSkillSpec
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---@return ActiveSkill
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function fk.CreateActiveSkill(spec)
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assert(type(spec.name) == "string")
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local skill = ActiveSkill:new(spec.name)
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if spec.can_use then skill.canUse = spec.can_use end
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if spec.card_filter then skill.cardFilter = spec.card_filter end
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if spec.target_filter then skill.targetFilter = spec.target_filter end
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if spec.feasible then skill.feasible = spec.feasible end
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if spec.on_use then skill.onUse = spec.on_use end
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if spec.on_effect then skill.onEffect = spec.on_effect end
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if spec.on_nullified then skill.onNullified = spec.on_nullified end
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return skill
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end
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---@class ViewAsSkillSpec: SkillSpec
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---@field card_filter fun(self: ViewAsSkill, to_select: integer, selected: integer[]): boolean
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---@field view_as fun(self: ViewAsSkill, cards: integer[])
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---@field pattern string
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---@field enabled_at_play fun(self: ViewAsSkill, player: Player): boolean
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---@field enabled_at_response fun(self: ViewAsSkill, player: Player): boolean
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---@param spec ViewAsSkillSpec
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---@return ViewAsSkill
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function fk.CreateViewAsSkill(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.view_as) == "function")
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local skill = ViewAsSkill:new(spec.name)
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skill.viewAs = spec.view_as
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if spec.card_filter then
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skill.cardFilter = spec.card_filter
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end
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if type(spec.pattern) == "string" then
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skill.pattern = spec.pattern
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end
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if type(spec.enabled_at_play) == "function" then
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skill.enabledAtPlay = spec.enabled_at_play
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end
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if type(spec.enabled_at_response) == "function" then
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skill.enabledAtResponse = spec.enabled_at_response
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end
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return skill
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end
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---@class DistanceSpec: SkillSpec
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---@field correct_func fun(self: DistanceSkill, from: Player, to: Player)
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---@field global boolean
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---@param spec DistanceSpec
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---@return DistanceSkill
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function fk.CreateDistanceSkill(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.correct_func) == "function")
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local skill = DistanceSkill:new(spec.name)
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skill.getCorrect = spec.correct_func
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if spec.global then
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skill.global = spec.global
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end
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return skill
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end
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---@class CardSpec: Card
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---@field skill Skill
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local defaultCardSkill = fk.CreateActiveSkill{
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name = "default_card_skill",
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on_use = function(self, room, use)
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if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
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use.tos = { { use.from } }
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end
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end
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}
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---@param spec CardSpec
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---@return BasicCard
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function fk.CreateBasicCard(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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local card = BasicCard:new(spec.name, spec.suit, spec.number)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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---@param spec CardSpec
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---@return TrickCard
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function fk.CreateTrickCard(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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local card = TrickCard:new(spec.name, spec.suit, spec.number)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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---@param spec CardSpec
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---@return DelayedTrickCard
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function fk.CreateDelayedTrickCard(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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local card = DelayedTrickCard:new(spec.name, spec.suit, spec.number)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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---@param spec CardSpec
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---@return Weapon
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function fk.CreateWeapon(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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if spec.attack_range then assert(type(spec.attack_range) == "number" and spec.attack_range >= 0) end
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local card = Weapon:new(spec.name, spec.suit, spec.number, spec.attack_range)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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---@param spec CardSpec
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---@return Armor
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function fk.CreateArmor(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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local card = Armor:new(spec.name, spec.suit, spec.number)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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---@param spec CardSpec
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---@return DefensiveRide
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function fk.CreateDefensiveRide(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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local card = DefensiveRide:new(spec.name, spec.suit, spec.number)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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---@param spec CardSpec
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---@return OffensiveRide
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function fk.CreateOffensiveRide(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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local card = OffensiveRide:new(spec.name, spec.suit, spec.number)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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---@param spec CardSpec
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---@return Treasure
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function fk.CreateTreasure(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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local card = Treasure:new(spec.name, spec.suit, spec.number)
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card.skill = spec.skill or defaultCardSkill
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return card
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end
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