mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 11:42:45 +08:00
cec18e0614
- 新增船新“休整”机制; - 修改作废逻辑,并可在当前响应读条禁用该技能(出牌阶段空闲时间点尚未完成限制); - 修复锁视技的相关bug,其cardFilter新增标识是否为判定的参数; - 将护甲扣减融合进体力扣减流程,为伤害流程增加“虚拟伤害”概念,为伤害流程增加“造成过伤害”标识id以供记录搜索使用; - 为变将新增可删除副将。 --------- Co-authored-by: notify <notify-ctrl@qq.com>
119 lines
3.3 KiB
Lua
119 lines
3.3 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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GameEvent.functions[GameEvent.Dying] = function(self)
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local dyingStruct = table.unpack(self.data)
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local room = self.room
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local logic = room.logic
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local dyingPlayer = room:getPlayerById(dyingStruct.who)
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dyingPlayer.dying = true
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room:broadcastProperty(dyingPlayer, "dying")
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room:sendLog{
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type = "#EnterDying",
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from = dyingPlayer.id,
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}
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logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
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if dyingPlayer.hp < 1 then
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-- room.logic:trigger(fk.Dying, dyingPlayer, dyingStruct)
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local savers = room:getAlivePlayers()
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for _, p in ipairs(savers) do
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if dyingPlayer.hp > 0 or dyingPlayer.dead or logic:trigger(fk.AskForPeaches, p, dyingStruct) then
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break
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end
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end
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logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct)
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end
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end
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GameEvent.exit_funcs[GameEvent.Dying] = function(self)
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local room = self.room
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local logic = room.logic
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local dyingStruct = self.data[1]
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local dyingPlayer = room:getPlayerById(dyingStruct.who)
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if dyingPlayer.dying then
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dyingPlayer.dying = false
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room:broadcastProperty(dyingPlayer, "dying")
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end
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logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct, self.interrupted)
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end
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GameEvent.prepare_funcs[GameEvent.Death] = function(self)
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local deathStruct = table.unpack(self.data)
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local room = self.room
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local victim = room:getPlayerById(deathStruct.who)
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if victim.dead then
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return true
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end
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end
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GameEvent.functions[GameEvent.Death] = function(self)
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local deathStruct = table.unpack(self.data)
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local room = self.room
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local victim = room:getPlayerById(deathStruct.who)
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victim.dead = true
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if victim.rest <= 0 then
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victim._splayer:setDied(true)
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end
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table.removeOne(room.alive_players, victim)
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local logic = room.logic
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logic:trigger(fk.BeforeGameOverJudge, victim, deathStruct)
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local killer = deathStruct.damage and deathStruct.damage.from or nil
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if killer then
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room:sendLog{
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type = "#KillPlayer",
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to = {killer.id},
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from = victim.id,
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arg = (victim.rest > 0 and 'unknown' or victim.role),
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}
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else
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room:sendLog{
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type = "#KillPlayerWithNoKiller",
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from = victim.id,
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arg = (victim.rest > 0 and 'unknown' or victim.role),
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}
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end
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room:sendLogEvent("Death", {to = victim.id})
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if victim.rest == 0 then
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room:broadcastProperty(victim, "role")
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end
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room:broadcastProperty(victim, "dead")
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victim.drank = 0
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room:broadcastProperty(victim, "drank")
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victim.shield = 0
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room:broadcastProperty(victim, "shield")
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logic:trigger(fk.GameOverJudge, victim, deathStruct)
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logic:trigger(fk.Death, victim, deathStruct)
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logic:trigger(fk.BuryVictim, victim, deathStruct)
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logic:trigger(fk.Deathed, victim, deathStruct)
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end
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GameEvent.functions[GameEvent.Revive] = function(self)
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local room = self.room
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local player, sendLog, reason = table.unpack(self.data)
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if not player.dead then return end
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room:setPlayerProperty(player, "dead", false)
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player._splayer:setDied(false)
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room:setPlayerProperty(player, "dying", false)
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room:setPlayerProperty(player, "hp", player.maxHp)
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table.insertIfNeed(room.alive_players, player)
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sendLog = (sendLog == nil) and true or sendLog
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if sendLog then
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room:sendLog { type = "#Revive", from = player.id }
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end
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reason = reason or ""
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room.logic:trigger(fk.AfterPlayerRevived, player, { reason = reason })
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end
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