mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 19:58:13 +08:00
a09023c487
国战雏形
219 lines
6.1 KiB
Lua
219 lines
6.1 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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GameEvent.functions[GameEvent.DrawInitial] = function(self)
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local room = self.room
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for _, player in ipairs(room.alive_players) do
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local draw_data = { num = 4 }
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room.logic:trigger(fk.DrawInitialCards, player, draw_data)
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if draw_data.num > 0 then
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-- TODO: need a new function to call the UI
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local cardIds = room:getNCards(draw_data.num)
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player:addCards(Player.Hand, cardIds)
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for _, id in ipairs(cardIds) do
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Fk:filterCard(id, player)
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end
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local move_to_notify = {} ---@type CardsMoveStruct
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move_to_notify.toArea = Card.PlayerHand
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move_to_notify.to = player.id
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move_to_notify.moveInfo = {}
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move_to_notify.moveReason = fk.ReasonDraw
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for _, id in ipairs(cardIds) do
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table.insert(move_to_notify.moveInfo,
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{ cardId = id, fromArea = Card.DrawPile })
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end
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room:notifyMoveCards(nil, {move_to_notify})
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for _, id in ipairs(cardIds) do
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room:setCardArea(id, Card.PlayerHand, player.id)
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end
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room.logic:trigger(fk.AfterDrawInitialCards, player, data)
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end
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end
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end
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GameEvent.functions[GameEvent.Round] = function(self)
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local room = self.room
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local logic = room.logic
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local p
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if room:getTag("FirstRound") then
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room:setTag("FirstRound", false)
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end
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room:setTag("RoundCount", room:getTag("RoundCount") + 1)
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room:doBroadcastNotify("UpdateRoundNum", room:getTag("RoundCount"))
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logic:trigger(fk.RoundStart, room.current)
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repeat
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p = room.current
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GameEvent(GameEvent.Turn):exec()
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if room.game_finished then break end
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room.current = room.current:getNextAlive()
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until p.seat > p:getNextAlive().seat
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logic:trigger(fk.RoundEnd, p)
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end
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GameEvent.cleaners[GameEvent.Round] = function(self)
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local room = self.room
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryRound)
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p:setSkillUseHistory("", 0, Player.HistoryRound)
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for name, _ in pairs(p.mark) do
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if name:endsWith("-round") then
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room:setPlayerMark(p, name, 0)
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end
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end
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end
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end
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GameEvent.functions[GameEvent.Turn] = function(self)
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local room = self.room
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room.logic:trigger(fk.TurnStart, room.current)
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room:sendLog{ type = "$AppendSeparator" }
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local player = room.current
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if not player.faceup then
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player:turnOver()
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elseif not player.dead then
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player:play()
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end
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room.logic:trigger(fk.TurnEnd, room.current)
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end
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GameEvent.cleaners[GameEvent.Turn] = function(self)
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local room = self.room
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryTurn)
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p:setSkillUseHistory("", 0, Player.HistoryTurn)
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for name, _ in pairs(p.mark) do
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if name:endsWith("-turn") then
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room:setPlayerMark(p, name, 0)
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end
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end
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end
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local current = room.current
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local logic = room.logic
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if self.interrupted then
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current.phase = Player.Finish
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logic:trigger(fk.EventPhaseStart, current, nil, true)
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logic:trigger(fk.EventPhaseEnd, current, nil, true)
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current.phase = Player.NotActive
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room:notifyProperty(current, current, "phase")
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logic:trigger(fk.EventPhaseChanging, current,
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{ from = Player.Finish, to = Player.NotActive }, true)
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logic:trigger(fk.EventPhaseStart, current, nil, true)
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current.skipped_phases = {}
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logic:trigger(fk.TurnEnd, current, nil, true)
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end
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end
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GameEvent.functions[GameEvent.Phase] = function(self)
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local room = self.room
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local logic = room.logic
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local player = self.data[1]
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if not logic:trigger(fk.EventPhaseStart, player) then
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if player.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseProceeding, player)
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switch(player.phase, {
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[Player.PhaseNone] = function()
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error("You should never proceed PhaseNone")
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end,
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[Player.RoundStart] = function()
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end,
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[Player.Start] = function()
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end,
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[Player.Judge] = function()
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local cards = player:getCardIds(Player.Judge)
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for i = #cards, 1, -1 do
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local card
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card = player:removeVirtualEquip(cards[i])
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if not card then
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card = Fk:getCardById(cards[i])
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end
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room:moveCardTo(card, Card.Processing, nil, fk.ReasonPut, self.name)
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---@type CardEffectEvent
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local effect_data = {
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card = card,
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to = player.id,
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tos = { {player.id} },
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}
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room:doCardEffect(effect_data)
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if effect_data.isCancellOut and card.skill then
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card.skill:onNullified(room, effect_data)
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end
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end
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end,
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[Player.Draw] = function()
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local data = {
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n = 2
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}
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room.logic:trigger(fk.DrawNCards, player, data)
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room:drawCards(player, data.n, self.name)
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room.logic:trigger(fk.AfterDrawNCards, player, data)
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end,
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[Player.Play] = function()
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while not player.dead do
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room:notifyMoveFocus(player, "PlayCard")
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local result = room:doRequest(player, "PlayCard", player.id)
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if result == "" then break end
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local use = room:handleUseCardReply(player, result)
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if use then
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room:useCard(use)
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end
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end
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end,
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[Player.Discard] = function()
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local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards()
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if discardNum > 0 then
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room:askForDiscard(player, discardNum, discardNum, false, self.name)
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end
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end,
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[Player.Finish] = function()
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end,
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})
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end
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end
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if player.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseEnd, player)
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else
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player.skipped_phases = {}
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end
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end
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GameEvent.cleaners[GameEvent.Phase] = function(self)
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local room = self.room
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local player = self.data[1]
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryPhase)
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p:setSkillUseHistory("", 0, Player.HistoryPhase)
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for name, _ in pairs(p.mark) do
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if name:endsWith("-phase") then
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room:setPlayerMark(p, name, 0)
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end
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end
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end
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if self.interrupted then
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room.logic:trigger(fk.EventPhaseEnd, player, nil, true)
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end
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end
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