FreeKill/lua/server/gamelogic.lua
notify 203736e38e
Enhancement (#263)
- smart_ai搭了个壳子
- askForPoxi
- 增加判断额外回合之法以及fix
- 修trigger
- 增加使用和打出的禁止技提示
- 修复卡牌标记,attach主动技显示为蓝色按钮
2023-09-19 14:27:54 +08:00

523 lines
15 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 GameLogic: Object
---@field public room Room
---@field public skill_table table<Event, TriggerSkill[]>
---@field public skill_priority_table table<Event, number[]>
---@field public refresh_skill_table table<Event, TriggerSkill[]>
---@field public skills string[]
---@field public game_event_stack Stack
---@field public role_table string[][]
---@field public all_game_events GameEvent[]
---@field public event_recorder table<integer, GameEvent>
---@field public current_event_id integer
local GameLogic = class("GameLogic")
function GameLogic:initialize(room)
self.room = room
self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
self.skill_priority_table = {}
self.refresh_skill_table = {}
self.skills = {} -- skillName[]
self.game_event_stack = Stack:new()
self.all_game_events = {}
self.event_recorder = {}
self.current_event_id = 0
self.role_table = {
{ "lord" },
{ "lord", "rebel" },
{ "lord", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "rebel", "renegade" },
}
end
function GameLogic:run()
-- default logic
local room = self.room
table.shuffle(self.room.players)
self:assignRoles()
self.room.game_started = true
room:doBroadcastNotify("StartGame", "")
room:adjustSeats()
self:chooseGenerals()
self:buildPlayerCircle()
self:broadcastGeneral()
self:prepareDrawPile()
self:attachSkillToPlayers()
self:prepareForStart()
self:action()
end
local function execGameEvent(type, ...)
local event = GameEvent:new(type, ...)
local _, ret = event:exec()
return ret
end
function GameLogic:assignRoles()
local room = self.room
local n = #room.players
local roles = self.role_table[n]
table.shuffle(roles)
for i = 1, n do
local p = room.players[i]
p.role = roles[i]
if p.role == "lord" then
p.role_shown = true
room:broadcastProperty(p, "role")
else
room:notifyProperty(p, p, "role")
end
end
end
function GameLogic:chooseGenerals()
local room = self.room
local generalNum = room.settings.generalNum
local n = room.settings.enableDeputy and 2 or 1
local lord = room:getLord()
local lord_generals = {}
if lord ~= nil then
room.current = lord
local generals = {}
local lordlist = {}
local lordpools = {}
if room.settings.gameMode == "aaa_role_mode" then
for _, general in pairs(Fk:getAllGenerals()) do
if (not general.hidden and not general.total_hidden) and
table.find(general.skills, function(s)
return s.lordSkill
end) and
not table.find(lordlist, function(g)
return g.trueName == general.trueName
end) then
table.insert(lordlist, general)
end
end
lordlist = table.random(lordlist, 3) or {}
end
table.insertTable(generals, Fk:getGeneralsRandomly(generalNum, Fk:getAllGenerals(), nil, function(g)
return table.contains(table.map(lordlist, function(g) return g.trueName end), g.trueName)
end))
for i = 1, #generals do
generals[i] = generals[i].name
end
lordpools = table.simpleClone(generals)
table.insertTable(lordpools, table.map(lordlist, function(g) return g.name end))
lord_generals = room:askForGeneral(lord, lordpools, n)
local lord_general, deputy
if type(lord_generals) == "table" then
deputy = lord_generals[2]
lord_general = lord_generals[1]
else
lord_general = lord_generals
lord_generals = {lord_general}
end
room:setPlayerGeneral(lord, lord_general, true)
room:askForChooseKingdom({lord})
room:broadcastProperty(lord, "general")
room:broadcastProperty(lord, "kingdom")
room:setDeputyGeneral(lord, deputy)
room:broadcastProperty(lord, "deputyGeneral")
end
local nonlord = room:getOtherPlayers(lord, true)
local generals = Fk:getGeneralsRandomly(#nonlord * generalNum, nil, lord_generals)
table.shuffle(generals)
for _, p in ipairs(nonlord) do
local arg = {}
for i = 1, generalNum do
table.insert(arg, table.remove(generals, 1).name)
end
p.request_data = json.encode{ arg, n }
p.default_reply = table.random(arg, n)
end
room:notifyMoveFocus(nonlord, "AskForGeneral")
room:doBroadcastRequest("AskForGeneral", nonlord)
for _, p in ipairs(nonlord) do
if p.general == "" and p.reply_ready then
local generals = json.decode(p.client_reply)
local general = generals[1]
local deputy = generals[2]
room:setPlayerGeneral(p, general, true, true)
room:setDeputyGeneral(p, deputy)
else
room:setPlayerGeneral(p, p.default_reply[1], true, true)
room:setDeputyGeneral(p, p.default_reply[2])
end
p.default_reply = ""
end
room:askForChooseKingdom(nonlord)
end
function GameLogic:buildPlayerCircle()
local room = self.room
local players = room.players
room.alive_players = {table.unpack(players)}
for i = 1, #players - 1 do
players[i].next = players[i + 1]
end
players[#players].next = players[1]
end
function GameLogic:broadcastGeneral()
local room = self.room
local players = room.players
for _, p in ipairs(players) do
assert(p.general ~= "")
local general = Fk.generals[p.general]
local deputy = Fk.generals[p.deputyGeneral]
p.maxHp = p:getGeneralMaxHp()
p.hp = deputy and math.floor((deputy.hp + general.hp) / 2) or general.hp
p.shield = math.min(general.shield + (deputy and deputy.shield or 0), 5)
-- TODO: setup AI here
if p.role ~= "lord" then
room:broadcastProperty(p, "general")
room:broadcastProperty(p, "kingdom")
room:broadcastProperty(p, "deputyGeneral")
elseif #players >= 5 then
p.maxHp = p.maxHp + 1
p.hp = p.hp + 1
end
room:broadcastProperty(p, "maxHp")
room:broadcastProperty(p, "hp")
room:broadcastProperty(p, "shield")
end
end
function GameLogic:prepareDrawPile()
local room = self.room
local allCardIds = Fk:getAllCardIds()
for i = #allCardIds, 1, -1 do
if Fk:getCardById(allCardIds[i]).is_derived then
local id = allCardIds[i]
table.removeOne(allCardIds, id)
table.insert(room.void, id)
room:setCardArea(id, Card.Void, nil)
end
end
table.shuffle(allCardIds)
room.draw_pile = allCardIds
for _, id in ipairs(room.draw_pile) do
self.room:setCardArea(id, Card.DrawPile, nil)
end
end
function GameLogic:attachSkillToPlayers()
local room = self.room
local players = room.players
local addRoleModSkills = function(player, skillName)
local skill = Fk.skills[skillName]
if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
return
end
if #skill.attachedKingdom > 0 and not table.contains(skill.attachedKingdom, player.kingdom) then
return
end
room:handleAddLoseSkills(player, skillName, nil, false)
end
for _, p in ipairs(room.alive_players) do
local skills = Fk.generals[p.general].skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(Fk.generals[p.general].other_skills) do
addRoleModSkills(p, sname)
end
local deputy = Fk.generals[p.deputyGeneral]
if deputy then
skills = deputy.skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(deputy.other_skills) do
addRoleModSkills(p, sname)
end
end
end
end
function GameLogic:prepareForStart()
local room = self.room
local players = room.players
self:addTriggerSkill(GameRule)
for _, trig in ipairs(Fk.global_trigger) do
self:addTriggerSkill(trig)
end
self.room:sendLog{ type = "$GameStart" }
end
function GameLogic:action()
self:trigger(fk.GamePrepared)
local room = self.room
execGameEvent(GameEvent.DrawInitial)
while true do
execGameEvent(GameEvent.Round)
if room.game_finished then break end
end
end
---@param skill TriggerSkill
function GameLogic:addTriggerSkill(skill)
if skill == nil or table.contains(self.skills, skill.name) then
return
end
table.insert(self.skills, skill.name)
for _, event in ipairs(skill.refresh_events) do
if self.refresh_skill_table[event] == nil then
self.refresh_skill_table[event] = {}
end
table.insert(self.refresh_skill_table[event], skill)
end
for _, event in ipairs(skill.events) do
if self.skill_table[event] == nil then
self.skill_table[event] = {}
end
table.insert(self.skill_table[event], skill)
if self.skill_priority_table[event] == nil then
self.skill_priority_table[event] = {}
end
local priority_tab = self.skill_priority_table[event]
local prio = skill.priority_table[event]
if not table.contains(priority_tab, prio) then
for i, v in ipairs(priority_tab) do
if v < prio then
table.insert(priority_tab, i, prio)
break
end
end
if not table.contains(priority_tab, prio) then
table.insert(priority_tab, prio)
end
end
if not table.contains(self.skill_priority_table[event],
skill.priority_table[event]) then
table.insert(self.skill_priority_table[event],
skill.priority_table[event])
end
end
if skill.visible then
if (Fk.related_skills[skill.name] == nil) then return end
for _, s in ipairs(Fk.related_skills[skill.name]) do
if (s.class == TriggerSkill) then
self:addTriggerSkill(s)
end
end
end
end
---@param event Event
---@param target ServerPlayer|nil
---@param data any|nil
function GameLogic:trigger(event, target, data, refresh_only)
local room = self.room
local broken = false
local skills = self.skill_table[event] or {}
local skills_to_refresh = self.refresh_skill_table[event] or Util.DummyTable
local _target = room.current -- for iteration
local player = _target
if #skills_to_refresh > 0 then repeat do
-- refresh skills. This should not be broken
for _, skill in ipairs(skills_to_refresh) do
if skill:canRefresh(event, target, player, data) then
skill:refresh(event, target, player, data)
end
end
player = player.next
end until player == _target end
if #skills == 0 or refresh_only then return end
local prio_tab = self.skill_priority_table[event]
local prev_prio = math.huge
for _, prio in ipairs(prio_tab) do
if broken then break end
if prio >= prev_prio then
-- continue
goto trigger_loop_continue
end
repeat do
local invoked_skills = {}
local filter_func = function(skill)
return skill.priority_table[event] == prio and
not table.contains(invoked_skills, skill) and
skill:triggerable(event, target, player, data)
end
local skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
while #skill_names > 0 do
local skill_name = prio <= 0 and table.random(skill_names) or
room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
local skill = skill_name == "game_rule" and GameRule
or Fk.skills[skill_name]
table.insert(invoked_skills, skill)
broken = skill:trigger(event, target, player, data)
skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
broken = broken or (event == fk.AskForPeaches
and room:getPlayerById(data.who).hp > 0)
if broken then break end
end
if broken then break end
player = player.next
end until player == _target
prev_prio = prio
::trigger_loop_continue::
end
return broken
end
---@return GameEvent
function GameLogic:getCurrentEvent()
return self.game_event_stack.t[self.game_event_stack.p]
end
--- 如果当前事件刚好是技能生效事件,就返回那个技能名,否则返回空串。
function GameLogic:getCurrentSkillName()
local skillEvent = self:getCurrentEvent()
local ret = ""
if skillEvent.event == GameEvent.SkillEffect then
local _, _, _skill = table.unpack(skillEvent.data)
local skill = _skill.main_skill and _skill.main_skill or _skill
ret = skill.name
end
return ret
end
-- 在指定历史范围中找至多n个符合条件的事件
---@param eventType integer @ 要查找的事件类型
---@param n integer @ 最多找多少个
---@param func fun(e: GameEvent): boolean @ 过滤用的函数
---@param scope integer @ 查询历史范围,只能是当前阶段/回合/轮次
---@return GameEvent[] @ 找到的符合条件的所有事件最多n个但不保证有n个
function GameLogic:getEventsOfScope(eventType, n, func, scope)
scope = scope or Player.HistoryTurn
local event = self:getCurrentEvent()
local start_event ---@type GameEvent
if scope == Player.HistoryGame then
start_event = self.all_game_events[1]
elseif scope == Player.HistoryRound then
start_event = event:findParent(GameEvent.Round, true)
elseif scope == Player.HistoryTurn then
start_event = event:findParent(GameEvent.Turn, true)
elseif scope == Player.HistoryPhase then
start_event = event:findParent(GameEvent.Phase, true)
end
return start_event:searchEvents(eventType, n, func)
end
function GameLogic:dumpEventStack(detailed)
local top = self:getCurrentEvent()
local i = self.game_event_stack.p
local inspect = p
if not top then return end
print("===== Start of event stack dump =====")
if not detailed then print("") end
repeat
local printable_data
if type(top.data) ~= "table" then
printable_data = top.data
else
printable_data = table.cloneWithoutClass(top.data)
end
if not detailed then
print("Stack level #" .. i .. ": " .. tostring(top))
else
print("\nStack level #" .. i .. ":")
inspect{
eventId = GameEvent:translate(top.event),
data = printable_data or "nil",
}
end
top = top.parent
i = i - 1
until not top
print("\n===== End of event stack dump =====")
end
function GameLogic:dumpAllEvents(from, to)
from = from or 1
to = to or #self.all_game_events
assert(from <= to)
local indent = 0
local tab = " "
for i = from, to, 1 do
local v = self.all_game_events[i]
if type(v) ~= "table" then
indent = math.max(indent - 1, 0)
-- v = "End"
-- print(tab:rep(indent) .. string.format("#%d: %s", i, v))
else
print(tab:rep(indent) .. string.format("%s", tostring(v)))
if v.id ~= v.end_id then
indent = indent + 1
end
end
end
end
function GameLogic:breakEvent(ret)
coroutine.yield("__breakEvent", ret)
end
function GameLogic:breakTurn()
local event = self:getCurrentEvent():findParent(GameEvent.Turn)
event:shutdown()
end
return GameLogic