FreeKill/packages/standard/game_rule.lua
notify af4924c260
UI commands (#17)
* add cardarea

* move cards

* add util

* delaytrick

* equiparea

* var -> let

* photo loop anim

* setEmotion & damage

* photo status

* doIndicate

* add property to ClientPlayer

* todo: movecards, waiting

* handle moveCards at client

* ui - moveCards

* modify to lua

* move visible

* adjust position of tablepile

Co-authored-by: Notify-ctrl <notify-ctrl@qq.com>
2022-04-14 18:22:00 +08:00

119 lines
3.8 KiB
Lua

GameRule = fk.CreateTriggerSkill{
name = "game_rule",
events = {
fk.GameStart, fk.DrawInitialCards, fk.TurnStart,
fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging,
},
priority = 0,
can_trigger = function(self, event, target, player, data)
return (target == player) or (target == nil)
end,
on_trigger = function(self, event, target, player, data)
if RoomInstance.tag["SkipGameRule"] then
RoomInstance.tag["SkipGameRule"] = false
return false
end
if target == nil then
if event == fk.GameStart then
print("Game started")
RoomInstance.tag["FirstRound"] = true
end
return false
end
local room = player.room
switch(event, {
[fk.DrawInitialCards] = function()
if data.num > 0 then
-- TODO: need a new function to call the UI
local cardIds = room:getNCards(data.num)
player:addCards(Player.Hand, cardIds)
local move_to_notify = {} ---@type CardsMoveStruct
move_to_notify.toArea = Card.PlayerHand
move_to_notify.to = player:getId()
move_to_notify.moveInfo = {}
for _, id in ipairs(cardIds) do
table.insert(move_to_notify.moveInfo,
{ cardId = id, fromArea = Card.DrawPile })
end
room:notifyMoveCards(room.players, {move_to_notify})
for _, id in ipairs(cardIds) do
room:setCardArea(id, Card.PlayerHand)
end
room.logic:trigger(fk.AfterDrawInitialCards, player, data)
end
end,
[fk.TurnStart] = function()
player = room.current
if room.tag["FirstRound"] == true then
room.tag["FirstRound"] = false
player:setFlag("Global_FirstRound")
end
-- TODO: send log
player:addMark("Global_TurnCount")
if not player.faceup then
player:setFlag("-Global_FirstRound")
player:turnOver()
elseif not player.dead then
player:play()
end
end,
[fk.EventPhaseProceeding] = function()
switch(player.phase, {
[Player.PhaseNone] = function()
error("You should never proceed PhaseNone")
end,
[Player.RoundStart] = function()
end,
[Player.Start] = function()
end,
[Player.Judge] = function()
end,
[Player.Draw] = function()
room:drawCards(player, 2, self.name)
end,
[Player.Play] = function()
room:askForSkillInvoke(player, "rule")
end,
[Player.Discard] = function()
local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards()
if discardNum > 0 then
room:askForDiscard(player, discardNum, discardNum, false, self.name)
end
end,
[Player.Finish] = function()
end,
[Player.NotActive] = function()
end,
})
end,
[fk.EventPhaseEnd] = function()
if player.phase == Player.Play then
-- TODO: clear history
end
end,
[fk.EventPhaseChanging] = function()
-- TODO: copy but dont copy all
end,
default = function()
print("game_rule: Event=" .. event)
room:askForSkillInvoke(player, "rule")
end,
})
return false
end,
}