FreeKill/lua/server/gameevent.lua
YoumuKon e840a3b322
bugfix (#328)
- 为findParent添加深度限制参数(默认无限制)
- 搬运了damageByCardEffect
- 修复了ex__choose_skill
- 修复了华佗、吕蒙和古锭刀
- 添加势力映射,可以指定一个势力必须变成其他几个势力之一(需要神话再临包/OL包自行处理神将变将范围)
- askForCardsChosen界限突破,改成了基于askForPoxi的格式
- 修复了空城虚拟杀可以方天的bug
- 给强制平局添加了原因提醒
- 优化了移动牌的视觉逻辑
2024-04-02 00:56:04 +08:00

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-- SPDX-License-Identifier: GPL-3.0-or-later
---@class GameEvent: Object
---@field public id integer @ 事件的id随着时间推移自动增加并分配给新事件
---@field public end_id integer @ 事件的对应结束id如果整个事件中未插入事件那么end_id就是自己的id
---@field public room Room @ room实例
---@field public event integer @ 该事件对应的EventType
---@field public data any @ 事件的附加数据,视类型而定
---@field public parent GameEvent @ 事件的父事件(栈中的上一层事件)
---@field public prepare_func fun(self: GameEvent) @ 事件即将开始时执行的函数
---@field public main_func fun(self: GameEvent) @ 事件的主函数
---@field public clear_func fun(self: GameEvent) @ 事件结束时执行的函数
---@field public extra_clear_funcs fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
---@field public exit_func fun(self: GameEvent) @ 事件结束后执行的函数
---@field public extra_exit_funcs fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
---@field public exec_ret boolean? @ exec函数的返回值可能不存在
---@field public status string @ ready, running, exiting, dead
---@field public interrupted boolean @ 事件是否是因为被中断而结束的,可能是防止事件或者被杀
---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
local GameEvent = class("GameEvent")
---@type (fun(self: GameEvent): bool)[]
GameEvent.prepare_funcs = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.functions = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.cleaners = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.exit_funcs = {}
local function wrapCoFunc(f, ...)
if not f then return nil end
local args = {...}
return function() return f(table.unpack(args)) end
end
local dummyFunc = Util.DummyFunc
function GameEvent:initialize(event, ...)
self.id = -1
self.end_id = -1
self.room = RoomInstance
self.event = event
self.data = { ... }
self.prepare_func = GameEvent.prepare_funcs[event] or dummyFunc
self.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc
self.clear_func = GameEvent.cleaners[event] or dummyFunc
self.extra_clear_funcs = Util.DummyTable
self.exit_func = GameEvent.exit_funcs[event] or dummyFunc
self.extra_exit_funcs = Util.DummyTable
self.status = "ready"
self.interrupted = false
end
-- 静态函数实际定义在events/init.lua
function GameEvent:translate(id)
error('static')
end
function GameEvent:__tostring()
return string.format("<%s #%d>", GameEvent:translate(self.event), self.id)
end
function GameEvent:addCleaner(f)
if self.extra_clear_funcs == Util.DummyTable then
self.extra_clear_funcs = {}
end
table.insert(self.extra_clear_funcs, f)
end
function GameEvent:addExitFunc(f)
if self.extra_exit_funcs == Util.DummyTable then
self.extra_exit_funcs = {}
end
table.insert(self.extra_exit_funcs, f)
end
function GameEvent:prependExitFunc(f)
if self.extra_exit_funcs == Util.DummyTable then
self.extra_exit_funcs = {}
end
table.insert(self.extra_exit_funcs, 1, f)
end
-- 找第一个与当前事件有继承关系的特定事件
---@param eventType integer @ 事件类型
---@param includeSelf bool @ 是否包括本事件
---@param depth? integer @ 搜索深度
---@return GameEvent?
function GameEvent:findParent(eventType, includeSelf, depth)
if includeSelf and self.event == eventType then return self end
if depth == 0 then return nil end
local e = self.parent
local l = 1
while e do
if e.event == eventType then return e end
if depth and l >= depth then break end
e = e.parent
l = l + 1
end
return nil
end
-- 找n个id介于from和to之间的事件。
---@param events GameEvent[] @ 事件数组
---@param from integer @ 起始id
---@param to integer @ 终止id
---@param n integer @ 最多找多少个
---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
---@return GameEvent[] @ 找到的符合条件的所有事件最多n个但不保证有n个
local function bin_search(events, from, to, n, func)
local left = 1
local right = #events
local mid
local ret = {}
if from < events[1].id then
mid = 1
elseif from > events[right].id then
return ret
else
while true do
if left > right then return ret end
mid = (left + right) // 2
local id = events[mid].id
local id_left = mid == 1 and -math.huge or events[mid - 1].id
if from < id then
if from >= id_left then
break
end
right = mid - 1
else
left = mid + 1
end
end
end
for i = mid, #events do
local v = events[i]
if v.id <= to and func(v) then
table.insert(ret, v)
end
if #ret >= n then break end
end
return ret
end
-- 从某个区间中找出类型符合且符合func函数检测的至多n个事件。
---@param eventType integer @ 要查找的事件类型
---@param n integer @ 最多找多少个
---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
---@param endEvent? GameEvent @ 区间终止点,默认为本事件结束
---@return GameEvent[] @ 找到的符合条件的所有事件最多n个但不保证有n个
function GameEvent:searchEvents(eventType, n, func, endEvent)
local logic = self.room.logic
local events = logic.event_recorder[eventType] or Util.DummyTable
local from = self.id
local to = endEvent and endEvent.id or self.end_id
if math.abs(to) == 1 then to = #logic.all_game_events end
n = n or 1
func = func or Util.TrueFunc
local ret
if #events < 6 then
ret = {}
for _, v in ipairs(events) do
if v.id >= from and v.id <= to and func(v) then
table.insert(ret, v)
end
if #ret >= n then break end
end
else
ret = bin_search(events, from, to, n, func)
end
return ret
end
function GameEvent:exec()
local room = self.room
local logic = room.logic
if self.status ~= "ready" then return true end
self.parent = logic:getCurrentEvent()
if self:prepare_func() then return true end
logic:pushEvent(self)
local co = coroutine.create(self.main_func)
self._co = co
self.status = "running"
coroutine.yield(self, "__newEvent")
Pcall(self.exit_func, self)
for _, f in ipairs(self.extra_exit_funcs) do
if type(f) == "function" then
Pcall(f, self)
end
end
return self.interrupted, self.exec_ret
end
function GameEvent:shutdown()
if self.status ~= "running" then return end
-- yield to self and break
coroutine.yield(self, "__breakEvent")
end
return GameEvent