FreeKill/lua/server/gameevent.lua
notify 3f077a6d69
Rewrite event (#60)
* doc for gameevent

* init game event

* correct other yield call

* hp event

* dying event

* move card event

* use/response event

* judge event

* remove space
2023-03-01 01:43:44 +08:00

82 lines
2.1 KiB
Lua

---@class GameEvent: Object
---@field room Room
---@field event integer
---@field data any
local GameEvent = class("GameEvent")
GameEvent.functions = {}
GameEvent.cleaners = {}
local function wrapCoFunc(f, ...)
if not f then return nil end
local args = {...}
return function() return f(table.unpack(args)) end
end
local function dummyFunc() end
function GameEvent:initialize(event, ...)
self.room = RoomInstance
self.event = event
self.data = { ... }
self.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc
self.clear_func = wrapCoFunc(GameEvent.cleaners[event], self) or dummyFunc
end
function GameEvent:exec()
local room = self.room
local logic = room.logic
local ret = false -- false or nil means this event is running normally
local extra_ret
logic.game_event_stack:push(self)
local co = coroutine.create(self.main_func)
while true do
local err, yield_result, extra_yield_result = coroutine.resume(co)
if err == false then
-- handle error, then break
if not string.find(yield_result, "__manuallyBreak") then
fk.qCritical(yield_result)
print(debug.traceback(co))
end
self.clear_func()
ret = true
break
end
if yield_result == "__handleRequest" then
-- yield to requestLoop
coroutine.yield(yield_result, extra_yield_result)
elseif type(yield_result) == "table" and yield_result.class
and yield_result:isInstanceOf(GameEvent) then
-- yield to corresponding GameEvent, first pop self from stack
self.clear_func()
logic.game_event_stack:pop(self)
-- then, call yield
coroutine.yield(yield_result)
elseif yield_result == "__breakEvent" then
-- try to break this event
local cancelEvent = GameEvent:new(GameEvent.BreakEvent, self)
local notcanceled = cancelEvent:exec()
if not notcanceled then
self.clear_func()
ret = true
extra_ret = extra_yield_result
break
end
else
-- normally exit, simply break the loop
extra_ret = yield_result
break
end
end
logic.game_event_stack:pop(self)
return ret, extra_ret
end
return GameEvent