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https://github.com/Qsgs-Fans/FreeKill.git
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cec18e0614
- 新增船新“休整”机制; - 修改作废逻辑,并可在当前响应读条禁用该技能(出牌阶段空闲时间点尚未完成限制); - 修复锁视技的相关bug,其cardFilter新增标识是否为判定的参数; - 将护甲扣减融合进体力扣减流程,为伤害流程增加“虚拟伤害”概念,为伤害流程增加“造成过伤害”标识id以供记录搜索使用; - 为变将新增可删除副将。 --------- Co-authored-by: notify <notify-ctrl@qq.com>
75 lines
2.0 KiB
Lua
75 lines
2.0 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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--- GameMode用来描述一个游戏模式。
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---
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--- 可以参考欢乐斗地主。
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---
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---@class GameMode: Object
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---@field public name string @ 游戏模式名
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---@field public minPlayer integer @ 最小玩家数
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---@field public maxPlayer integer @ 最大玩家数
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---@field public rule? TriggerSkill @ 规则(通过技能完成,通常用来为特定角色及特定时机提供触发事件)
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---@field public logic? fun(): GameLogic @ 逻辑(通过function完成,通常用来初始化、分配身份及座次)
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---@field public whitelist? string[] @ 白名单
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---@field public blacklist? string[] @ 黑名单
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local GameMode = class("GameMode")
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--- 构造函数,不可随意调用。
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---@param name string @ 游戏模式名
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---@param min integer @ 最小玩家数
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---@param max integer @ 最大玩家数
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function GameMode:initialize(name, min, max)
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self.name = name
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self.minPlayer = math.max(min, 2)
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self.maxPlayer = math.min(max, 12)
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end
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---@param victim ServerPlayer @ 死者
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---@return string @ 胜者阵营
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function GameMode:getWinner(victim)
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if victim.rest > 0 then
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return ""
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end
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local room = victim.room
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local winner = ""
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local alive = table.filter(room.players, function(p)
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return not p.surrendered and not (p.dead and p.rest == 0)
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end)
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if victim.role == "lord" then
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if #alive == 1 and alive[1].role == "renegade" then
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winner = "renegade"
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else
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winner = "rebel"
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end
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elseif victim.role ~= "loyalist" then
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local lord_win = true
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for _, p in ipairs(alive) do
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if p.role == "rebel" or p.role == "renegade" then
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lord_win = false
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break
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end
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end
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if lord_win then
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winner = "lord+loyalist"
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end
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end
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return winner
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end
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---@param playedTime number @ 游戏时长(单位:秒)
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---@return table
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function GameMode:surrenderFunc(playedTime)
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return {}
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end
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---@param room Room @ 游戏房间
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---@return boolean
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function GameMode:countInFunc(room)
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return true
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end
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return GameMode
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