FreeKill/lua/server/gamelogic.lua
notify 60b9839fd7 Disable sync (#21)
* fix running from running room

* fix: ~serverplayer()

* since room player's id won't change anymore, don't use :getId()

* we won't access lua from other thread, so drop the mutex

* bugfix
2022-05-02 14:00:47 +08:00

294 lines
7.9 KiB
Lua

---@class GameLogic: Object
---@field room Room
---@field skill_table table<Event, TriggerSkill[]>
---@field refresh_skill_table table<Event, TriggerSkill[]>
---@field skills string[]
---@field event_stack Stack
---@field role_table string[][]
local GameLogic = class("GameLogic")
function GameLogic:initialize(room)
self.room = room
self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
self.refresh_skill_table = {}
self.skills = {} -- skillName[]
self.event_stack = Stack:new()
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
table.shuffle(self.room.players)
self:assignRoles()
self.room:adjustSeats()
self:chooseGenerals()
self:prepareForStart()
self:action()
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
room:broadcastProperty(p, "role")
else
room:notifyProperty(p, p, "role")
end
end
end
function GameLogic:chooseGenerals()
local room = self.room
local function setPlayerGeneral(player, general)
if Fk.generals[general] == nil then return end
player.general = general
self.room:notifyProperty(player, player, "general")
end
local lord = room:getLord()
local lord_general = nil
if lord ~= nil then
room.current = lord
local generals = Fk:getGeneralsRandomly(3)
for i = 1, #generals do
generals[i] = generals[i].name
end
lord_general = room:askForGeneral(lord, generals)
setPlayerGeneral(lord, lord_general)
room:broadcastProperty(lord, "general")
end
local nonlord = room:getOtherPlayers(lord)
local generals = Fk:getGeneralsRandomly(#nonlord * 3, Fk.generals, {lord_general})
table.shuffle(generals)
for _, p in ipairs(nonlord) do
local arg = {
(table.remove(generals, 1)).name,
(table.remove(generals, 1)).name,
(table.remove(generals, 1)).name,
}
p.request_data = json.encode(arg)
p.default_reply = arg[1]
end
room:doBroadcastRequest("AskForGeneral", nonlord)
for _, p in ipairs(nonlord) do
if p.general == "" and p.reply_ready then
local general = json.decode(p.client_reply)[1]
setPlayerGeneral(p, general)
else
setPlayerGeneral(p, p.default_reply)
end
p.default_reply = ""
end
end
function GameLogic:prepareForStart()
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]
for _, p in ipairs(players) do
assert(p.general ~= "")
local general = Fk.generals[p.general]
p.maxHp = general.maxHp
p.hp = general.hp
-- TODO: setup AI here
if p.role ~= "lord" then
room:broadcastProperty(p, "general")
elseif #players >= 5 then
p.maxHp = p.maxHp + 1
p.hp = p.hp + 1
end
room:broadcastProperty(p, "maxHp")
room:broadcastProperty(p, "hp")
-- TODO: add skills to player
end
-- TODO: prepare drawPile
-- TODO: init cards in drawPile
local allCardIds = Fk:getAllCardIds()
table.shuffle(allCardIds)
room.draw_pile = allCardIds
for _, id in ipairs(room.draw_pile) do
self.room:setCardArea(id, Card.DrawPile)
end
self:addTriggerSkill(GameRule)
for _, trig in ipairs(Fk.global_trigger) do
self:addTriggerSkill(trig)
end
end
function GameLogic:action()
self:trigger(fk.GameStart)
local room = self.room
for _, p in ipairs(room.players) do
self:trigger(fk.DrawInitialCards, p, { num = 4 })
end
local function checkNoHuman()
for _, p in ipairs(room.players) do
if p.serverplayer:getStateString() == "online" then
return false
end
end
return true
end
while true do
self:trigger(fk.TurnStart, room.current)
if room.game_finished then break end
room.current = room.current:getNextAlive()
if checkNoHuman() then
room:gameOver()
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)
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
---@param data any
function GameLogic:trigger(event, target, data)
local room = self.room
local broken = false
local skills = self.skill_table[event] or {}
local skills_to_refresh = self.refresh_skill_table[event] or {}
local player = target
self.event_stack:push({event, target, data})
if target == nil then
for _, skill in ipairs(skills_to_refresh) do
if skill:canRefresh(event, target, player, data) then
skill:refresh(event, target, player, data)
end
end
for _, skill in ipairs(skills) do
if skill:triggerable(event, target, player, data) then
broken = skill:trigger(event, target, player, data)
if broken then break end
end
end
self.event_stack:pop()
return broken
end
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
---@param a TriggerSkill
---@param b TriggerSkill
local compare_func = function (a, b)
return a.priority_table[event] > b.priority_table[event]
end
table.sort(skills, compare_func)
repeat do
local triggerable_skills = {} ---@type table<number, TriggerSkill[]>
local priority_table = {} ---@type number[]
for _, skill in ipairs(skills) do
if skill:triggerable(event, target, player, data) then
local priority = skill.priority_table[event]
if triggerable_skills[priority] == nil then
triggerable_skills[priority] = {}
end
table.insert(triggerable_skills[priority], skill)
if not table.contains(priority_table, priority) then
table.insert(priority_table, priority)
end
end
end
for _, priority in ipairs(priority_table) do
local triggerables = triggerable_skills[priority]
local skill_names = {} ---@type string[]
for _, skill in ipairs(triggerables) do
table.insert(skill_names, skill.name)
end
while #skill_names > 0 do
local skill_name = room:askForChoice(player, skill_names, "trigger")
local skill = triggerables[table.indexOf(skill_names, skill_name)]
broken = skill:trigger(event, target, player, data)
if broken then break end
table.removeOne(skill_names, skill_name)
table.removeOne(triggerables, skill)
end
end
if broken then break end
player = player.next
end until player == target
self.event_stack:pop()
return broken
end
return GameLogic