mirror of
https://github.com/Qsgs-Fans/FreeKill.git
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b75d8afe62
简单协程调度器的实现,详细说明请看 docs/dev/scheduler.rst
837 lines
24 KiB
Lua
837 lines
24 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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--- 玩家分为客户端要处理的玩家,以及服务端处理的玩家两种。
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---
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--- 客户端能知道的玩家的信息十分有限,而服务端知道一名玩家的所有细节。
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---
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--- Player类就是这两种玩家的基类,包含它们共用的部分。
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---
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---@class Player : Object
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---@field public id integer @ 玩家的id,每名玩家的id是唯一的。机器人的id是负数。
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---@field public hp integer @ 体力值
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---@field public maxHp integer @ 体力上限
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---@field public shield integer @ 护甲数
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---@field public kingdom string @ 势力
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---@field public role string @ 身份
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---@field public general string @ 武将
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---@field public deputyGeneral string @ 副将
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---@field public gender integer @ 性别
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---@field public seat integer @ 座位号
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---@field public next Player @ 下家
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---@field public phase Phase @ 当前阶段
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---@field public faceup boolean @ 是否正面朝上
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---@field public chained boolean @ 是否被横直
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---@field public dying boolean @ 是否处于濒死
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---@field public dead boolean @ 是否死亡
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---@field public player_skills Skill[] @ 当前拥有的所有技能
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---@field public derivative_skills table<Skill, Skill[]> @ 当前拥有的派生技能
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---@field public flag string[] @ 当前拥有的flag,不过好像没用过
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---@field public tag table<string, any> @ 当前拥有的所有tag,好像也没用过
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---@field public mark table<string, integer> @ 当前拥有的所有标记,用烂了
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---@field public player_cards table<integer, integer[]> @ 当前拥有的所有牌,键是区域,值是id列表
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---@field public virtual_equips Card[] @ 当前的虚拟装备牌,其实也包含着虚拟延时锦囊这种
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---@field public special_cards table<string, integer[]> @ 类似“屯田”这种的私人牌堆
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---@field public cardUsedHistory table<string, integer[]> @ 用牌次数历史记录
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---@field public skillUsedHistory table<string, integer[]> @ 发动技能次数的历史记录
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---@field public fixedDistance table<Player, integer> @ 与其他玩家的固定距离列表
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local Player = class("Player")
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---@alias Phase integer
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Player.RoundStart = 1
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Player.Start = 2
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Player.Judge = 3
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Player.Draw = 4
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Player.Play = 5
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Player.Discard = 6
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Player.Finish = 7
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Player.NotActive = 8
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Player.PhaseNone = 9
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---@alias PlayerCardArea integer
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Player.Hand = 1
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Player.Equip = 2
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Player.Judge = 3
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Player.Special = 4
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Player.HistoryPhase = 1
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Player.HistoryTurn = 2
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Player.HistoryRound = 3
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Player.HistoryGame = 4
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--- 构造函数。总之这不是随便调用的函数
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function Player:initialize()
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self.id = 114514
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self.hp = 0
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self.maxHp = 0
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self.kingdom = "qun"
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self.role = ""
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self.general = ""
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self.deputyGeneral = ""
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self.gender = General.Male
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self.seat = 0
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self.next = nil
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self.phase = Player.NotActive
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self.faceup = true
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self.chained = false
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self.dying = false
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self.dead = false
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self.drank = 0
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self.player_skills = {}
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self.derivative_skills = {}
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self.flag = {}
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self.tag = {}
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self.mark = {}
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self.player_cards = {
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[Player.Hand] = {},
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[Player.Equip] = {},
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[Player.Judge] = {},
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}
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self.virtual_equips = {}
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self.special_cards = {}
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self.cardUsedHistory = {}
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self.skillUsedHistory = {}
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self.fixedDistance = {}
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end
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function Player:__tostring()
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return string.format("<%s %d>", self.id < 0 and "Bot" or "Player", math.abs(self.id))
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end
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--- 设置角色、体力、技能。
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---@param general General @ 角色类型
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---@param setHp boolean @ 是否设置体力
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---@param addSkills boolean @ 是否增加技能
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function Player:setGeneral(general, setHp, addSkills)
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self.general = general
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if setHp then
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self.maxHp = general.maxHp
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self.hp = general.hp
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end
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if addSkills then
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table.insertTable(self.player_skills, general.skills)
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end
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end
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function Player:getGeneralMaxHp()
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local general = Fk.generals[type(self:getMark("__heg_general")) == "string" and self:getMark("__heg_general") or self.general]
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local deputy = Fk.generals[type(self:getMark("__heg_deputy")) == "string" and self:getMark("__heg_deputy") or self.deputy]
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if not deputy then
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return general.maxHp
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else
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return (general.maxHp + deputy.maxHp) // 2
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end
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end
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--- 查询角色是否存在flag。
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---@param flag string @ 一种标记
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function Player:hasFlag(flag)
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return table.contains(self.flag, flag)
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end
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--- 为角色赋予flag。
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---@param flag string @ 一种标记
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function Player:setFlag(flag)
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if flag == "." then
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self:clearFlags()
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return
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end
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if flag:sub(1, 1) == "-" then
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flag = flag:sub(2, #flag)
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table.removeOne(self.flag, flag)
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return
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end
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if not self:hasFlag(flag) then
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table.insert(self.flag, flag)
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end
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end
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--- 清除角色flag。
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function Player:clearFlags()
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self.flag = {}
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end
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--- 为角色赋予Mark。
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---@param mark string @ 标记
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---@param count integer @ 为标记赋予的数量
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-- mark name and UI:
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-- 'xxx': invisible mark
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-- '@mark': mark with extra data (maybe string or number)
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-- '@@mark': mark without data
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function Player:addMark(mark, count)
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count = count or 1
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local num = self.mark[mark]
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num = num or 0
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self:setMark(mark, math.max(num + count, 0))
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end
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--- 为角色移除Mark。
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---@param mark string @ 标记
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---@param count integer @ 为标记删除的数量
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function Player:removeMark(mark, count)
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count = count or 1
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local num = self.mark[mark]
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num = num or 0
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self:setMark(mark, math.max(num - count, 0))
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end
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--- 为角色设置Mark至指定数量。
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---@param mark string @ 标记
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---@param count integer @ 为标记删除的数量
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function Player:setMark(mark, count)
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if count == 0 then count = nil end
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if self.mark[mark] ~= count then
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self.mark[mark] = count
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end
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end
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--- 获取角色对应Mark的数量。
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---@param mark string @ 标记
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---@return integer
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function Player:getMark(mark)
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return (self.mark[mark] or 0)
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end
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--- 判定角色是否拥有对应的Mark。
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---@param mark string @ 标记
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---@return boolean
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function Player:hasMark(mark)
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fk.qWarning("hasMark will be deleted in future version!")
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return self:getMark(mark) ~= 0
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end
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--- 获取角色有哪些Mark。
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function Player:getMarkNames()
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local ret = {}
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for k, _ in pairs(self.mark) do
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table.insert(ret, k)
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end
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return ret
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end
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--- 将指定数量的牌加入玩家的对应区域。
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---@param playerArea PlayerCardArea @ 玩家牌所在的区域
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---@param cardIds integer[] @ 牌的ID,返回唯一牌
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---@param specialName string @ 私人牌堆名
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function Player:addCards(playerArea, cardIds, specialName)
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assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea))
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assert(playerArea ~= Player.Special or type(specialName) == "string")
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if playerArea == Player.Special then
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self.special_cards[specialName] = self.special_cards[specialName] or {}
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table.insertTable(self.special_cards[specialName], cardIds)
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else
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table.insertTable(self.player_cards[playerArea], cardIds)
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end
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end
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--- 将指定数量的牌移除出玩家的对应区域。
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---@param playerArea PlayerCardArea @ 玩家牌所在的区域
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---@param cardIds integer[] @ 牌的ID,返回唯一牌
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---@param specialName string @ 私人牌堆名
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function Player:removeCards(playerArea, cardIds, specialName)
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assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea))
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assert(playerArea ~= Player.Special or type(specialName) == "string")
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local fromAreaIds = playerArea == Player.Special and self.special_cards[specialName] or self.player_cards[playerArea]
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if fromAreaIds then
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for _, id in ipairs(cardIds) do
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if #fromAreaIds == 0 then
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break
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end
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if table.contains(fromAreaIds, id) then
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table.removeOne(fromAreaIds, id)
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-- FIXME: 为客户端移动id为-1的牌考虑,但总感觉有地方需要商讨啊!
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elseif table.every(fromAreaIds, function(e) return e == -1 end) then
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table.remove(fromAreaIds, 1)
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elseif id == -1 then
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table.remove(fromAreaIds, 1)
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end
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end
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end
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end
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-- virtual delayed trick can use these functions too
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--- 为玩家提供虚拟装备。
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---@param card Card @ 卡牌
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function Player:addVirtualEquip(card)
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assert(card and card:isInstanceOf(Card) and card:isVirtual())
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table.insertIfNeed(self.virtual_equips, card)
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end
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--- 为玩家移除虚拟装备。
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---@param cid integer @ 卡牌ID,用来定位装备
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function Player:removeVirtualEquip(cid)
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for _, c in ipairs(self.virtual_equips) do
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for _, id in ipairs(c.subcards) do
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if id == cid then
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table.removeOne(self.virtual_equips, c)
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return c
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end
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end
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end
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end
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--- 确认玩家是否存在虚拟装备。
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---@param cid integer @ 卡牌ID,用来定位装备
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function Player:getVirualEquip(cid)
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for _, c in ipairs(self.virtual_equips) do
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for _, id in ipairs(c.subcards) do
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if id == cid then
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return c
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end
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end
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end
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end
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--- 确认玩家判定区是否存在延迟锦囊牌。
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function Player:hasDelayedTrick(card_name)
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for _, id in ipairs(self:getCardIds(Player.Judge)) do
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local c = self:getVirualEquip(id)
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if not c then c = Fk:getCardById(id) end
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if c.name == card_name then
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return true
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end
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end
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end
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--- 获取玩家特定区域所有牌的ID。
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---@param playerAreas PlayerCardArea @ 玩家牌所在的区域
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---@param specialName string @私人牌堆名
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---@return integer[] @ 返回对应区域的所有牌对应的ID
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function Player:getCardIds(playerAreas, specialName)
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local rightAreas = { Player.Hand, Player.Equip, Player.Judge }
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playerAreas = playerAreas or rightAreas
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assert(type(playerAreas) == "number" or type(playerAreas) == "table")
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local areas = type(playerAreas) == "table" and playerAreas or { playerAreas }
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local rightAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
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local cardIds = {}
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for _, area in ipairs(areas) do
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assert(table.contains(rightAreas, area))
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assert(area ~= Player.Special or type(specialName) == "string")
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local currentCardIds = area == Player.Special and self.special_cards[specialName] or self.player_cards[area]
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table.insertTable(cardIds, currentCardIds)
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end
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return cardIds
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end
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--- 通过名字检索获取玩家是否存在对应私人牌堆。
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---@param name string @ 私人牌堆名
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function Player:getPile(name)
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return self.special_cards[name] or {}
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end
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--- 通过ID检索获取玩家是否存在对应私人牌堆。
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---@param id integer @ 私人牌堆ID
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---@return string|null
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function Player:getPileNameOfId(id)
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for k, v in pairs(self.special_cards) do
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if table.contains(v, id) then return k end
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end
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end
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-- for fkp only
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function Player:getHandcardNum()
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return #self:getCardIds(Player.Hand)
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end
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--- 检索玩家装备区是否存在对应类型的装备。
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---@param cardSubtype CardSubtype @ 卡牌子类
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---@return integer|null @ 返回卡牌ID或nil
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function Player:getEquipment(cardSubtype)
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for _, cardId in ipairs(self.player_cards[Player.Equip]) do
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if Fk:getCardById(cardId).sub_type == cardSubtype then
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return cardId
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end
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end
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return nil
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end
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--- 获取玩家手牌上限。
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function Player:getMaxCards()
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local baseValue = math.max(self.hp, 0)
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local status_skills = Fk:currentRoom().status_skills[MaxCardsSkill] or Util.DummyTable
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local max_fixed = nil
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for _, skill in ipairs(status_skills) do
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local f = skill:getFixed(self)
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if f ~= nil then
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max_fixed = max_fixed and math.max(max_fixed, f) or f
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end
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end
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if max_fixed then baseValue = math.max(max_fixed, 0) end
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for _, skill in ipairs(status_skills) do
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local c = skill:getCorrect(self)
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baseValue = baseValue + (c or 0)
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end
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return math.max(baseValue, 0)
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end
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--- 获取玩家攻击距离。
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function Player:getAttackRange()
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local weapon = Fk:getCardById(self:getEquipment(Card.SubtypeWeapon))
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local baseAttackRange = math.max(weapon and weapon.attack_range or 1, 0)
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local status_skills = Fk:currentRoom().status_skills[AttackRangeSkill] or Util.DummyTable
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for _, skill in ipairs(status_skills) do
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local correct = skill:getCorrect(self)
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baseAttackRange = baseAttackRange + correct
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end
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return math.max(baseAttackRange, 0)
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end
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--- 修改玩家与其他角色的固定距离。
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---@param other Player @ 其他玩家
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---@param num integer @ 距离数
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function Player:setFixedDistance(other, num)
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self.fixedDistance[other] = num
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end
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--- 移除玩家与其他角色的固定距离。
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---@param other Player @ 其他玩家
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function Player:removeFixedDistance(other)
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self.fixedDistance[other] = nil
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end
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--- 获取玩家与其他角色的实际距离。
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---
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--- 通过 二者位次+距离技能之和 与 两者间固定距离 进行对比,更大的为实际距离。
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---@param other Player @ 其他玩家
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function Player:distanceTo(other)
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-- assert(other:isInstanceOf(Player))
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if other == self then return 0 end
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local right = 0
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local temp = self
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while temp ~= other do
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if not temp.dead then
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right = right + 1
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end
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temp = temp.next
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end
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local left = #Fk:currentRoom().alive_players - right
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local ret = math.min(left, right)
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local status_skills = Fk:currentRoom().status_skills[DistanceSkill] or Util.DummyTable
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for _, skill in ipairs(status_skills) do
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local correct = skill:getCorrect(self, other)
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if correct == nil then correct = 0 end
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ret = ret + correct
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end
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if self.fixedDistance[other] then
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ret = self.fixedDistance[other]
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end
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return math.max(ret, 1)
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end
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--- 获取其他玩家是否在玩家的攻击距离内。
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---@param other Player @ 其他玩家
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---@param fixLimit number|null @ 卡牌距离限制增加专用
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function Player:inMyAttackRange(other, fixLimit)
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if self == other then
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return false
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end
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fixLimit = fixLimit or 0
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local status_skills = Fk:currentRoom().status_skills[AttackRangeSkill] or Util.DummyTable
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for _, skill in ipairs(status_skills) do
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if skill:withinAttackRange(self, other) then
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return true
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end
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end
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local baseAttackRange = self:getAttackRange()
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return self:distanceTo(other) <= (baseAttackRange + fixLimit)
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end
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function Player:getNextAlive()
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if Fk:currentRoom().alive_players == 0 then
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return self
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end
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local ret = self.next
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while ret.dead do
|
||
ret = ret.next
|
||
end
|
||
return ret
|
||
end
|
||
|
||
--- 增加玩家使用特定牌的历史次数。
|
||
---@param cardName string @ 牌名
|
||
---@param num integer @ 次数
|
||
function Player:addCardUseHistory(cardName, num)
|
||
num = num or 1
|
||
assert(type(num) == "number" and num ~= 0)
|
||
|
||
self.cardUsedHistory[cardName] = self.cardUsedHistory[cardName] or {0, 0, 0, 0}
|
||
local t = self.cardUsedHistory[cardName]
|
||
for i, _ in ipairs(t) do
|
||
t[i] = t[i] + num
|
||
end
|
||
end
|
||
|
||
--- 设定玩家使用特定牌的历史次数。
|
||
---@param cardName string @ 牌名
|
||
---@param num integer @ 次数
|
||
---@param scope integer @ 查询历史范围
|
||
function Player:setCardUseHistory(cardName, num, scope)
|
||
if cardName == "" and num == nil and scope == nil then
|
||
self.cardUsedHistory = {}
|
||
return
|
||
end
|
||
|
||
num = num or 0
|
||
if cardName == "" then
|
||
for _, v in pairs(self.cardUsedHistory) do
|
||
v[scope] = num
|
||
end
|
||
return
|
||
end
|
||
|
||
if self.cardUsedHistory[cardName] then
|
||
self.cardUsedHistory[cardName][scope] = num
|
||
end
|
||
end
|
||
|
||
--- 增加玩家使用特定技能的历史次数。
|
||
---@param skill_name string @ 技能名
|
||
---@param num integer @ 次数
|
||
function Player:addSkillUseHistory(skill_name, num)
|
||
num = num or 1
|
||
assert(type(num) == "number" and num ~= 0)
|
||
|
||
self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or {0, 0, 0, 0}
|
||
local t = self.skillUsedHistory[skill_name]
|
||
for i, _ in ipairs(t) do
|
||
t[i] = t[i] + num
|
||
end
|
||
end
|
||
|
||
--- 设定玩家使用特定技能的历史次数。
|
||
---@param skill_name string @ 技能名
|
||
---@param num integer @ 次数
|
||
---@param scope integer @ 查询历史范围
|
||
function Player:setSkillUseHistory(skill_name, num, scope)
|
||
if skill_name == "" and num == nil and scope == nil then
|
||
self.skillUsedHistory = {}
|
||
return
|
||
end
|
||
|
||
num = num or 0
|
||
if skill_name == "" then
|
||
for _, v in pairs(self.skillUsedHistory) do
|
||
v[scope] = num
|
||
end
|
||
return
|
||
end
|
||
|
||
if self.skillUsedHistory[skill_name] then
|
||
self.skillUsedHistory[skill_name][scope] = num
|
||
end
|
||
end
|
||
|
||
--- 获取玩家使用特定牌的历史次数。
|
||
---@param cardName string @ 牌名
|
||
---@param scope integer @ 查询历史范围
|
||
function Player:usedCardTimes(cardName, scope)
|
||
if not self.cardUsedHistory[cardName] then
|
||
return 0
|
||
end
|
||
scope = scope or Player.HistoryTurn
|
||
return self.cardUsedHistory[cardName][scope]
|
||
end
|
||
|
||
--- 获取玩家使用特定技能的历史次数。
|
||
---@param skill_name string @ 技能名
|
||
---@param scope integer @ 查询历史范围
|
||
function Player:usedSkillTimes(cardName, scope)
|
||
if not self.skillUsedHistory[cardName] then
|
||
return 0
|
||
end
|
||
scope = scope or Player.HistoryTurn
|
||
return self.skillUsedHistory[cardName][scope]
|
||
end
|
||
|
||
--- 获取玩家是否无手牌。
|
||
function Player:isKongcheng()
|
||
return #self:getCardIds(Player.Hand) == 0
|
||
end
|
||
|
||
--- 获取玩家是否无手牌及装备牌。
|
||
function Player:isNude()
|
||
return #self:getCardIds{Player.Hand, Player.Equip} == 0
|
||
end
|
||
|
||
--- 获取玩家所有区域是否无牌。
|
||
function Player:isAllNude()
|
||
return #self:getCardIds() == 0
|
||
end
|
||
|
||
--- 获取玩家是否受伤。
|
||
function Player:isWounded()
|
||
return self.hp < self.maxHp
|
||
end
|
||
|
||
--- 获取玩家已失去体力。
|
||
function Player:getLostHp()
|
||
return math.min(self.maxHp - self.hp, self.maxHp)
|
||
end
|
||
|
||
---@param skill string | Skill
|
||
---@return Skill
|
||
local function getActualSkill(skill)
|
||
if type(skill) == "string" then
|
||
skill = Fk.skills[skill]
|
||
end
|
||
assert(skill:isInstanceOf(Skill))
|
||
return skill
|
||
end
|
||
|
||
--- 检索玩家是否有对应技能。
|
||
---@param skill string | Skill @ 技能名
|
||
---@param ignoreNullified boolean @ 忽略技能是否被无效
|
||
---@param ignoreAlive boolean @ 忽略角色在场与否
|
||
function Player:hasSkill(skill, ignoreNullified, ignoreAlive)
|
||
if not ignoreAlive and self.dead then
|
||
return false
|
||
end
|
||
|
||
skill = getActualSkill(skill)
|
||
|
||
if not (ignoreNullified or skill:isEffectable(self)) then
|
||
return false
|
||
end
|
||
|
||
if table.contains(self.player_skills, skill) then
|
||
return true
|
||
end
|
||
|
||
for _, v in pairs(self.derivative_skills) do
|
||
if table.contains(v, skill) then
|
||
return true
|
||
end
|
||
end
|
||
|
||
return false
|
||
end
|
||
|
||
--- 为玩家增加对应技能。
|
||
---@param skill string | Skill @ 技能名
|
||
---@param source_skill string | Skill | nil @ 本有技能(和衍生技能相对)
|
||
---@return Skill[] @ got skills that Player didn't have at start
|
||
function Player:addSkill(skill, source_skill)
|
||
skill = getActualSkill(skill)
|
||
|
||
local toget = {table.unpack(skill.related_skills)}
|
||
table.insert(toget, skill)
|
||
|
||
local room = Fk:currentRoom()
|
||
local ret = {}
|
||
for _, s in ipairs(toget) do
|
||
if not self:hasSkill(s, true, true) then
|
||
table.insert(ret, s)
|
||
if s:isInstanceOf(TriggerSkill) and RoomInstance then
|
||
room.logic:addTriggerSkill(s)
|
||
end
|
||
if s:isInstanceOf(StatusSkill) then
|
||
room.status_skills[s.class] = room.status_skills[s.class] or {}
|
||
table.insertIfNeed(room.status_skills[s.class], s)
|
||
end
|
||
end
|
||
end
|
||
|
||
if source_skill then
|
||
source_skill = getActualSkill(source_skill)
|
||
if not self.derivative_skills[source_skill] then
|
||
self.derivative_skills[source_skill] = {}
|
||
end
|
||
table.insertIfNeed(self.derivative_skills[source_skill], skill)
|
||
else
|
||
table.insertIfNeed(self.player_skills, skill)
|
||
end
|
||
|
||
-- add related skills
|
||
if not self.derivative_skills[skill] then
|
||
self.derivative_skills[skill] = {}
|
||
end
|
||
for _, s in ipairs(skill.related_skills) do
|
||
table.insertIfNeed(self.derivative_skills[skill], s)
|
||
end
|
||
|
||
return ret
|
||
end
|
||
|
||
--- 为玩家删除对应技能。
|
||
---@param skill string | Skill @ 技能名
|
||
---@param source_skill string | Skill | nil @ 本有技能(和衍生技能相对)
|
||
---@return Skill[] @ lost skills that the Player doesn't have anymore
|
||
function Player:loseSkill(skill, source_skill)
|
||
skill = getActualSkill(skill)
|
||
|
||
if source_skill then
|
||
source_skill = getActualSkill(source_skill)
|
||
if not self.derivative_skills[source_skill] then
|
||
self.derivative_skills[source_skill] = {}
|
||
end
|
||
table.removeOne(self.derivative_skills[source_skill], skill)
|
||
else
|
||
table.removeOne(self.player_skills, skill)
|
||
end
|
||
|
||
-- clear derivative skills of this skill as well
|
||
local tolose = self.derivative_skills[skill]
|
||
table.insert(tolose, skill)
|
||
self.derivative_skills[skill] = nil
|
||
|
||
local ret = {} ---@type Skill[]
|
||
for _, s in ipairs(tolose) do
|
||
if not self:hasSkill(s, true, true) then
|
||
table.insert(ret, s)
|
||
end
|
||
end
|
||
return ret
|
||
end
|
||
|
||
--- 获取对应玩家所有技能。
|
||
-- return all skills that xxx:hasSkill() == true
|
||
function Player:getAllSkills()
|
||
local ret = {table.unpack(self.player_skills)}
|
||
for _, t in pairs(self.derivative_skills) do
|
||
for _, s in ipairs(t) do
|
||
table.insertIfNeed(ret, s)
|
||
end
|
||
end
|
||
return ret
|
||
end
|
||
|
||
--- 确认玩家是否可以对特定玩家使用特定牌。
|
||
---@param to Player @ 特定玩家
|
||
---@param card Card @ 特定牌
|
||
function Player:isProhibited(to, card)
|
||
local r = Fk:currentRoom()
|
||
local status_skills = r.status_skills[ProhibitSkill] or Util.DummyTable
|
||
for _, skill in ipairs(status_skills) do
|
||
if skill:isProhibited(self, to, card) then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
--- 确认玩家是否可以使用特定牌。
|
||
---@param card Card @ 特定的牌
|
||
function Player:prohibitUse(card)
|
||
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
|
||
for _, skill in ipairs(status_skills) do
|
||
if skill:prohibitUse(self, card) then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
--- 确认玩家是否可以打出特定牌。
|
||
---@param card Card @ 特定的牌
|
||
function Player:prohibitResponse(card)
|
||
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
|
||
for _, skill in ipairs(status_skills) do
|
||
if skill:prohibitResponse(self, card) then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
--- 确认玩家是否可以弃置特定牌。
|
||
---@param card Card @ 特定的牌
|
||
function Player:prohibitDiscard(card)
|
||
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
|
||
for _, skill in ipairs(status_skills) do
|
||
if skill:prohibitDiscard(self, card) then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
---@field SwitchYang number @ 转换技状态阳
|
||
fk.SwitchYang = 0
|
||
---@field SwitchYin number @ 转换技状态阴
|
||
fk.SwitchYin = 1
|
||
|
||
--- 获取转换技状态
|
||
---@param skillName string @ 技能名
|
||
---@return number @ 转换技状态
|
||
function Player:getSwitchSkillState(skillName, afterUse)
|
||
if afterUse then
|
||
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and fk.SwitchYin or fk.SwitchYang
|
||
else
|
||
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and fk.SwitchYang or fk.SwitchYin
|
||
end
|
||
end
|
||
|
||
function Player:canMoveCardInBoardTo(to, id)
|
||
if self == to then
|
||
return false
|
||
end
|
||
|
||
local card = Fk:getCardById(id)
|
||
assert(card.type == Card.TypeEquip or card.sub_type == Card.SubtypeDelayedTrick)
|
||
|
||
if card.type == Card.TypeEquip then
|
||
return not to:getEquipment(card.sub_type)
|
||
else
|
||
return not table.find(to:getCardIds(Player.Judge), function(cardId)
|
||
return Fk:getCardById(cardId).name == card.name
|
||
end)
|
||
end
|
||
end
|
||
|
||
function Player:canMoveCardsInBoardTo(to, flag)
|
||
if self == to then
|
||
return false
|
||
end
|
||
|
||
assert(flag == nil or flag == "e" or flag == "j")
|
||
|
||
local areas = {}
|
||
if flag == "e" then
|
||
table.insert(areas, Player.Equip)
|
||
elseif flag == "j" then
|
||
table.insert(areas, Player.Judge)
|
||
else
|
||
areas = { Player.Equip, Player.Judge }
|
||
end
|
||
|
||
for _, cardId in ipairs(self:getCardIds(areas)) do
|
||
if self:canMoveCardInBoardTo(to, cardId) then
|
||
return true
|
||
end
|
||
end
|
||
|
||
return false
|
||
end
|
||
|
||
function Player:getQuestSkillState(skillName)
|
||
local questSkillState = self:getMark(MarkEnum.QuestSkillPreName .. skillName)
|
||
return type(questSkillState) == "string" and questSkillState or nil
|
||
end
|
||
|
||
return Player
|