FreeKill/lua/server/serverplayer.lua
notify 30df075db2
Some checks failed
Check Whitespace and New Line / check (push) Has been cancelled
Deploy Doxygen to Pages / build (push) Has been cancelled
Deploy Doxygen to Pages / deploy (push) Has been cancelled
Changelog: v0.4.20
2024-10-22 01:14:01 +08:00

853 lines
23 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

-- SPDX-License-Identifier: GPL-3.0-or-later
---@class ServerPlayer : Player
---@field public serverplayer fk.ServerPlayer
---@field public room Room
---@field public next ServerPlayer
---@field public request_data string
---@field public mini_game_data any
---@field public client_reply string
---@field public default_reply string
---@field public reply_ready boolean
---@field public reply_cancel boolean
---@field public phases Phase[]
---@field public skipped_phases Phase[]
---@field public phase_state table[]
---@field public phase_index integer
---@field private _fake_skills Skill[]
---@field private _manually_fake_skills Skill[]
---@field public prelighted_skills Skill[]
---@field private _timewaste_count integer
---@field public ai AI
---@field public ai_data any
local ServerPlayer = Player:subclass("ServerPlayer")
function ServerPlayer:initialize(_self)
Player.initialize(self)
self.serverplayer = _self -- 控制者
self._splayer = _self -- 真正在玩的玩家
self._observers = { _self } -- "旁观"中的玩家,然而不包括真正的旁观者
self.id = _self:getId()
self.room = nil
-- Below are for doBroadcastRequest
-- 但是几乎全部被船新request杀了
self.request_data = ""
--self.client_reply = ""
self.default_reply = ""
--self.reply_ready = false
--self.reply_cancel = false
self.phases = {}
self.skipped_phases = {}
self.phase_state = {}
self._fake_skills = {}
self._manually_fake_skills = {}
self.prelighted_skills = {}
self._prelighted_skills = {}
self._timewaste_count = 0
self.ai = RandomAI:new(self)
end
---@param command string
---@param jsonData string
function ServerPlayer:doNotify(command, jsonData)
local room = self.room
for _, p in ipairs(self._observers) do
if p:getState() ~= fk.Player_Robot then
room.notify_count = room.notify_count + 1
end
p:doNotify(command, jsonData)
end
for _, t in ipairs(room.observers) do
local id, p = table.unpack(t)
if id == self.id and room.room:hasObserver(p) then
p:doNotify(command, jsonData)
end
end
if room.notify_count >= room.notify_max and
coroutine.status(room.main_co) == "normal" then
room:delay(100)
end
end
-- FIXME: 基本都改成新写法后删了这个兼容玩意
function ServerPlayer:__index(k)
local request = self.room.last_request
if not request then return nil end
if k == "client_reply" then
return request.result[self.id]
elseif k == "reply_ready" then
return request.result[self.id] and request.result[self.id] ~= ""
end
end
--- 发送一句聊天
---@param msg string
function ServerPlayer:chat(msg)
self.room:doBroadcastNotify("Chat", json.encode {
type = 2,
sender = self.id,
msg = msg,
})
end
function ServerPlayer:toJsonObject()
local o = Player.toJsonObject(self)
local sp = self._splayer
o.setup_data = {
self.id,
sp:getScreenName(),
sp:getAvatar(),
false,
sp:getTotalGameTime(),
}
return o
end
-- 似乎没有必要
-- function ServerPlayer:loadJsonObject() end
function ServerPlayer:reconnect()
local room = self.room
self.serverplayer:setState(fk.Player_Online)
local summary = room:toJsonObject(self)
self:doNotify("Reconnect", json.encode(summary))
room:notifyProperty(self, self, "role")
self:doNotify("RoomOwner", json.encode{ room.room:getOwner():getId() })
-- send fake skills
for _, s in ipairs(self._manually_fake_skills) do
self:doNotify("AddSkill", json.encode{ self.id, s.name, true })
if table.contains(self.prelighted_skills, s) then
self:doNotify("PrelightSkill", json.encode{ s.name, true })
end
end
room:broadcastProperty(self, "state")
end
function ServerPlayer:isAlive()
return self.dead == false
end
function ServerPlayer:turnOver()
if self.room.logic:trigger(fk.BeforeTurnOver, self) then
return
end
self.faceup = not self.faceup
self.room:broadcastProperty(self, "faceup")
self.room:sendLog{
type = "#TurnOver",
from = self.id,
arg = self.faceup and "face_up" or "face_down",
}
self.room.logic:trigger(fk.TurnedOver, self)
end
---@param cards integer|integer[]|Card|Card[]
function ServerPlayer:showCards(cards)
cards = Card:getIdList(cards)
for _, id in ipairs(cards) do
Fk:filterCard(id, self)
end
local room = self.room
room:sendLog{
type = "#ShowCard",
from = self.id,
card = cards,
}
room:doBroadcastNotify("ShowCard", json.encode{
from = self.id,
cards = cards,
})
room:sendFootnote(cards, {
type = "##ShowCard",
from = self.id,
})
room.logic:trigger(fk.CardShown, self, { cardIds = cards })
end
---@param from_phase Phase
---@param to_phase Phase
function ServerPlayer:changePhase(from_phase, to_phase)
local room = self.room
local logic = room.logic
self.phase = Player.PhaseNone
local phase_change = {
from = from_phase,
to = to_phase
}
local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
if skip and to_phase ~= Player.NotActive then
self.phase = from_phase
return true
end
self.phase = to_phase
room:broadcastProperty(self, "phase")
if #self.phases > 0 then
table.remove(self.phases, 1)
end
GameEvent.Phase:create(self, self.phase):exec()
return false
end
---@param phase Phase
---@param delay? boolean
function ServerPlayer:gainAnExtraPhase(phase, delay)
local room = self.room
delay = (delay == nil) and true or delay
local logic = room.logic
if delay then
local turn = logic:getCurrentEvent():findParent(GameEvent.Phase, true)
if turn then
turn:prependExitFunc(function() self:gainAnExtraPhase(phase, false) end)
return
end
end
local current = self.phase
local phase_change = {
from = current,
to = phase
}
local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
phase = phase_change.to
self.phase = phase
room:broadcastProperty(self, "phase")
local cancel_skip = true
if phase ~= Player.NotActive and (skip) then
cancel_skip = logic:trigger(fk.EventPhaseSkipping, self)
end
if (not skip) or (cancel_skip) then
room:sendLog{
type = "#GainAnExtraPhase",
from = self.id,
arg = Util.PhaseStrMapper(phase),
}
GameEvent.Phase:create(self, self.phase):exec()
phase_change = {
from = phase,
to = current
}
logic:trigger(fk.EventPhaseChanging, self, phase_change)
else
room:sendLog{
type = "#PhaseSkipped",
from = self.id,
arg = Util.PhaseStrMapper(phase),
}
end
self.phase = current
room:broadcastProperty(self, "phase")
end
---@param phase_table? Phase[]
function ServerPlayer:play(phase_table)
phase_table = phase_table or {}
if #phase_table > 0 then
if not table.contains(phase_table, Player.NotActive) then
table.insert(phase_table, Player.NotActive)
end
else
phase_table = {
Player.RoundStart, Player.Start,
Player.Judge, Player.Draw, Player.Play, Player.Discard,
Player.Finish, Player.NotActive,
}
end
self.phases = phase_table
self.phase_state = {}
local phases = self.phases
local phase_state = self.phase_state
local room = self.room
for i = 1, #phases do
phase_state[i] = {
phase = phases[i],
skipped = self.skipped_phases[phases[i]] or false
}
end
for i = 1, #phases do
if self.dead or room:getTag("endTurn") or phases[i] == nil then
self:changePhase(self.phase, Player.NotActive)
break
end
self.phase_index = i
local phase_change = {
from = self.phase,
to = phases[i]
}
local logic = self.room.logic
self.phase = Player.PhaseNone
local skip = phase_state[i].skipped
if not skip then
skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
end
phases[i] = phase_change.to
phase_state[i].phase = phases[i]
self.phase = phases[i]
room:broadcastProperty(self, "phase")
local cancel_skip = true
if phases[i] ~= Player.NotActive and (skip) then
cancel_skip = logic:trigger(fk.EventPhaseSkipping, self)
end
if (not skip) or (cancel_skip) then
GameEvent.Phase:create(self, self.phase):exec()
else
room:sendLog{
type = "#PhaseSkipped",
from = self.id,
arg = Util.PhaseStrMapper(self.phase),
}
end
end
end
---@param phase Phase
function ServerPlayer:skip(phase)
if not table.contains({
Player.Judge,
Player.Draw,
Player.Play,
Player.Discard
}, phase) then
return
end
self.skipped_phases[phase] = true
for _, t in ipairs(self.phase_state) do
if t.phase == phase then
t.skipped = true
end
end
end
--- 当进行到出牌阶段空闲点时,结束出牌阶段。
function ServerPlayer:endPlayPhase()
if self.phase == Player.Play then
self._phase_end = true
end
-- TODO: send log
end
--- 结束当前阶段。
function ServerPlayer:endCurrentPhase()
self._phase_end = true
end
--- 获得一个额外回合
---@param delay? boolean
---@param skillName? string
function ServerPlayer:gainAnExtraTurn(delay, skillName)
local room = self.room
delay = (delay == nil) and true or delay
skillName = (skillName == nil) and room.logic:getCurrentSkillName() or skillName
if delay then
local logic = room.logic
local turn = logic:getCurrentEvent():findParent(GameEvent.Turn, true)
if turn then
turn:prependExitFunc(function() self:gainAnExtraTurn(false, skillName) end)
return
end
end
room:sendLog{
type = "#GainAnExtraTurn",
from = self.id
}
local current = room.current
room.current = self
self.tag["_extra_turn_count"] = self.tag["_extra_turn_count"] or {}
local ex_tag = self.tag["_extra_turn_count"]
table.insert(ex_tag, skillName)
GameEvent.Turn:create(self):exec()
table.remove(ex_tag)
room.current = current
end
--- 当前是否处于额外的回合。
--- @return boolean
function ServerPlayer:insideExtraTurn()
return self.tag["_extra_turn_count"] and #self.tag["_extra_turn_count"] > 0
end
--- 当前额外回合的技能原因。
---@return string
function ServerPlayer:getCurrentExtraTurnReason()
local ex_tag = self.tag["_extra_turn_count"]
if (not ex_tag) or #ex_tag == 0 then
return "game_rule"
end
return ex_tag[#ex_tag]
end
--- 角色摸牌。
---@param num integer @ 摸牌数
---@param skillName? string @ 技能名
---@param fromPlace? string @ 摸牌的位置,"top" 或者 "bottom"
---@param moveMark? table|string @ 移动后自动赋予标记,格式:{标记名(支持-inarea后缀移出值代表区域后清除), 值}
---@return integer[] @ 摸到的牌
function ServerPlayer:drawCards(num, skillName, fromPlace, moveMark)
return self.room:drawCards(self, num, skillName, fromPlace, moveMark)
end
---@param pile_name string
---@param card integer | integer[] | Card | Card[]
---@param visible? boolean
---@param skillName? string
---@param proposer? integer
---@param visiblePlayers? integer | integer[] @ 为nil时默认对自己可见
function ServerPlayer:addToPile(pile_name, card, visible, skillName, proposer, visiblePlayers)
self.room:moveCardTo(card, Card.PlayerSpecial, self, fk.ReasonJustMove, skillName, pile_name, visible,
proposer or self.id, nil, visiblePlayers)
end
function ServerPlayer:bury()
self:setCardUseHistory("")
self:setSkillUseHistory("")
self:throwAllCards()
self:throwAllMarks()
self:clearPiles()
self:reset()
end
function ServerPlayer:throwAllCards(flag)
local cardIds = {}
flag = flag or "hej"
if string.find(flag, "h") then
table.insertTable(cardIds, self.player_cards[Player.Hand])
end
if string.find(flag, "e") then
table.insertTable(cardIds, self.player_cards[Player.Equip])
end
if string.find(flag, "j") then
table.insertTable(cardIds, self.player_cards[Player.Judge])
end
self.room:throwCard(cardIds, "", self)
end
function ServerPlayer:throwAllMarks()
for name, _ in pairs(self.mark) do
self.room:setPlayerMark(self, name, 0)
end
end
function ServerPlayer:clearPiles()
local cardIds = {}
for _, ids in pairs(self.special_cards) do
table.insertTable(cardIds, ids)
end
self.room:moveCardTo(cardIds, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile, "", nil, true)
end
function ServerPlayer:addVirtualEquip(card)
self:removeVirtualEquip(card:getEffectiveId())
Player.addVirtualEquip(self, card)
self.room:doBroadcastNotify("AddVirtualEquip", json.encode{
player = self.id,
name = card.name,
subcards = card.subcards,
})
end
function ServerPlayer:removeVirtualEquip(cid)
local ret = Player.removeVirtualEquip(self, cid)
if ret then
self.room:doBroadcastNotify("RemoveVirtualEquip", json.encode{
player = self.id,
id = cid,
})
end
return ret
end
function ServerPlayer:addCardUseHistory(cardName, num)
Player.addCardUseHistory(self, cardName, num)
self:doNotify("AddCardUseHistory", json.encode{cardName, num})
end
function ServerPlayer:setCardUseHistory(cardName, num, scope)
Player.setCardUseHistory(self, cardName, num, scope)
self:doNotify("SetCardUseHistory", json.encode{cardName, num, scope})
end
function ServerPlayer:addSkillUseHistory(cardName, num)
Player.addSkillUseHistory(self, cardName, num)
self.room:doBroadcastNotify("AddSkillUseHistory", json.encode{self.id, cardName, num})
end
function ServerPlayer:setSkillUseHistory(cardName, num, scope)
Player.setSkillUseHistory(self, cardName, num, scope)
self.room:doBroadcastNotify("SetSkillUseHistory", json.encode{self.id, cardName, num, scope})
end
---@param chained boolean
function ServerPlayer:setChainState(chained)
local room = self.room
if room.logic:trigger(fk.BeforeChainStateChange, self) then
return
end
self.chained = chained
room:broadcastProperty(self, "chained")
room:sendLog{
type = "#ChainStateChange",
from = self.id,
arg = self.chained and "chained" or "un-chained"
}
room:delay(150)
room:broadcastPlaySound("./audio/system/chain")
room.logic:trigger(fk.ChainStateChanged, self)
end
function ServerPlayer:reset()
if self.faceup and not self.chained then return end
self.room:sendLog{
type = "#ChainStateChange",
from = self.id,
arg = "reset-general"
}
if self.chained then self:setChainState(false) end
if not self.faceup then self:turnOver() end
end
--- 进行拼点。
---@param tos ServerPlayer[]
---@param skillName string
---@param initialCard? Card
---@return PindianStruct
function ServerPlayer:pindian(tos, skillName, initialCard)
local pindianData = { from = self, tos = tos, reason = skillName, fromCard = initialCard, results = {} }
self.room:pindian(pindianData)
return pindianData
end
--- 播放技能的语音。
---@param skill_name string @ 技能名
---@param index? integer @ 语音编号,默认为-1也就是随机播放
function ServerPlayer:broadcastSkillInvoke(skill_name, index)
index = index or -1
self.room:sendLogEvent("PlaySkillSound", {
name = skill_name,
i = index,
general = self.general,
deputy = self.deputyGeneral,
})
end
-- Hegemony func
---@param skill Skill | string
function ServerPlayer:addFakeSkill(skill)
assert(type(skill) == "string" or skill:isInstanceOf(Skill))
if type(skill) == "string" then
skill = Fk.skills[skill]
end
if table.contains(self._fake_skills, skill) then return end
table.insertIfNeed(self._manually_fake_skills, skill)
table.insert(self._fake_skills, skill)
for _, s in ipairs(skill.related_skills) do
-- if s.main_skill == skill then -- TODO: need more detailed
table.insert(self._fake_skills, s)
-- end
end
-- TODO
self:doNotify("AddSkill", json.encode{ self.id, skill.name, true })
end
---@param skill Skill | string
function ServerPlayer:loseFakeSkill(skill)
assert(type(skill) == "string" or skill:isInstanceOf(Skill))
if type(skill) == "string" then
skill = Fk.skills[skill]
end
if not table.contains(self._fake_skills, skill) then return end
table.removeOne(self._manually_fake_skills, skill)
table.removeOne(self._fake_skills, skill)
for _, s in ipairs(skill.related_skills) do
table.removeOne(self._fake_skills, s)
end
-- TODO
self:doNotify("LoseSkill", json.encode{ self.id, skill.name, true })
end
---@param skill Skill | string
function ServerPlayer:isFakeSkill(skill)
if type(skill) == "string" then skill = Fk.skills[skill] end
assert(skill:isInstanceOf(Skill))
return table.contains(self._fake_skills, skill)
end
---@param skill string | Skill
---@param isPrelight? boolean
function ServerPlayer:prelightSkill(skill, isPrelight)
if type(skill) == "string" then skill = Fk.skills[skill] end
assert(skill:isInstanceOf(Skill))
if not self._prelighted_skills[skill] and not self:hasSkill(skill) then
self._prelighted_skills[skill] = true
-- to attach skill to room
self:addSkill(skill)
self:loseSkill(skill)
end
if isPrelight then
-- self:addSkill(skill)
table.insert(self.prelighted_skills, skill)
for _, s in ipairs(skill.related_skills) do
table.insert(self.prelighted_skills, s)
end
else
-- self:loseSkill(skill)
table.removeOne(self.prelighted_skills, skill)
for _, s in ipairs(skill.related_skills) do
table.removeOne(self.prelighted_skills, s)
end
end
self:doNotify("PrelightSkill", json.encode{ skill.name, isPrelight })
end
---@param isDeputy? boolean
---@param no_trigger? boolean
function ServerPlayer:revealGeneral(isDeputy, no_trigger)
local room = self.room
local generalName
if isDeputy then
if self.deputyGeneral ~= "anjiang" then return end
generalName = self:getMark("__heg_deputy")
else
if self.general ~= "anjiang" then return end
generalName = self:getMark("__heg_general")
end
local general = Fk.generals[generalName] or Fk.generals["blank_shibing"]
for _, s in ipairs(general:getSkillNameList(true)) do
local skill = Fk.skills[s]
self:loseFakeSkill(skill)
end
local ret = true
if not ((isDeputy and self.general ~= "anjiang") or (not isDeputy and self.deputyGeneral ~= "anjiang")) then
local other = Fk.generals[self:getMark(isDeputy and "__heg_general" or "__heg_deputy")] or Fk.generals["blank_shibing"]
for _, sname in ipairs(other:getSkillNameList(true)) do
local s = Fk.skills[sname]
if s.frequency == Skill.Compulsory and s.relate_to_place ~= (isDeputy and "m" or "d") then
ret = false
break
end
end
end
if ret then
self:loseFakeSkill("reveal_skill&")
end
local oldKingdom = self.kingdom
room:changeHero(self, generalName, false, isDeputy, false, false, false)
if oldKingdom ~= "wild" then
local kingdom = (self:getMark("__heg_wild") == 1 and not isDeputy) and "wild" or self:getMark("__heg_kingdom")
self.kingdom = kingdom
if oldKingdom == "unknown" and kingdom ~= "wild" and #table.filter(room:getOtherPlayers(self, false, true),
function(p)
return p.kingdom == kingdom
end) >= #room.players // 2 and table.every(room.alive_players, function(p) return p.kingdom ~= kingdom or not string.find(p.general, "lord") end) then
self.kingdom = "wild"
end
room:broadcastProperty(self, "kingdom")
else
room:setPlayerProperty(self, "kingdom", "wild")
end
if self.gender == General.Agender or self.gender ~= Fk.generals[self.general].gender then
room:setPlayerProperty(self, "gender", general.gender)
end
room:sendLog{
type = "#RevealGeneral",
from = self.id,
arg = isDeputy and "deputyGeneral" or "mainGeneral",
arg2 = generalName,
}
local data = {[isDeputy and "d" or "m"] = generalName}
room.logic:trigger(fk.GeneralShown, self, data)
if not no_trigger then
local current_event = room.logic:getCurrentEvent()
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.event) then
room.logic:trigger(fk.GeneralRevealed, self, data)
else
if current_event.parent then
repeat
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.parent.event) then break end
current_event = current_event.parent
until (not current_event.parent)
end
current_event:addExitFunc(function ()
room.logic:trigger(fk.GeneralRevealed, self, data)
end)
end
end
end
function ServerPlayer:revealGenerals()
self:revealGeneral(false, true)
self:revealGeneral(true, true)
local room = self.room
local current_event = room.logic:getCurrentEvent()
local data = {["m"] = self:getMark("__heg_general"), ["d"] = self:getMark("__heg_deputy")}
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.event) then
room.logic:trigger(fk.GeneralRevealed, self, data)
else
if current_event.parent then
repeat
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.parent.event) then break end
current_event = current_event.parent
until (not current_event.parent)
end
current_event:addExitFunc(function ()
room.logic:trigger(fk.GeneralRevealed, self, data)
end)
end
end
function ServerPlayer:revealBySkillName(skill_name)
local main = self.general == "anjiang"
local deputy = self.deputyGeneral == "anjiang"
if main then
if table.contains(Fk.generals[self:getMark("__heg_general")]
:getSkillNameList(true), skill_name) then
self:revealGeneral(false)
return
end
end
if deputy then
if table.contains(Fk.generals[self:getMark("__heg_deputy")]
:getSkillNameList(true), skill_name) then
self:revealGeneral(true)
return
end
end
end
function ServerPlayer:hideGeneral(isDeputy)
local room = self.room
local generalName = isDeputy and self.deputyGeneral or self.general
local mark = isDeputy and "__heg_deputy" or "__heg_general"
self:setMark(mark, generalName)
self:doNotify("SetPlayerMark", json.encode{ self.id, mark, generalName})
if isDeputy then
room:setDeputyGeneral(self, "anjiang")
room:broadcastProperty(self, "deputyGeneral")
else
room:setPlayerGeneral(self, "anjiang", false)
room:broadcastProperty(self, "general")
end
local general = Fk.generals[generalName]
local place = isDeputy and "m" or "d"
for _, sname in ipairs(general:getSkillNameList()) do
room:handleAddLoseSkills(self, "-" .. sname, nil, false, true)
local s = Fk.skills[sname]
if s.relate_to_place ~= place then
if s.frequency == Skill.Compulsory then
self:addFakeSkill("reveal_skill&")
end
self:addFakeSkill(s)
end
end
self.gender = General.Agender
if Fk.generals[self.general].gender ~= General.Agender then
self.gender = Fk.generals[self.general].gender
elseif self.deputyGeneral and Fk.generals[self.deputyGeneral].gender ~= General.Agender then
self.gender = Fk.generals[self.deputyGeneral].gender
end
room:broadcastProperty(self, "gender")
room.logic:trigger(fk.GeneralHidden, self, generalName)
end
-- 神貂蝉
---@param p ServerPlayer
function ServerPlayer:control(p)
if self == p then
self.room:setPlayerMark(p, "@ControledBy", 0)
else
self.room:setPlayerMark(p, "@ControledBy", "seat#" .. self.seat)
end
p.serverplayer = self._splayer
end
-- 22
function ServerPlayer:addBuddy(other)
if type(other) == "number" then
other = self.room:getPlayerById(other)
end
Player.addBuddy(self, other)
self.room:doBroadcastNotify("AddBuddy", json.encode{ self.id, other.id })
end
function ServerPlayer:removeBuddy(other)
if type(other) == "number" then
other = self.room:getPlayerById(other)
end
Player.removeBuddy(self, other)
self.room:doBroadcastNotify("RmBuddy", json.encode{ self.id, other.id })
end
return ServerPlayer