FreeKill/lua/server/events/death.lua
notify 3b9dd89b10
Fix bugs (#311)
1、攻击范围状态技类新增基础值修正函数
2、伤害值在一个技能处理后小于1会终止当前事件
3、不向不能使用【无懈可击】的角色询问使用【无懈可击】
4、修正在濒死插结中有人死亡后仍然会向该角色求桃的情况
5、将PreCardUse和PreCardRespond时机移至实体牌移动之前
6、调整改判函数原判定牌置入弃牌堆的原因
6、修正【朱雀羽扇】、【借刀杀人】、【酒】

Co-authored-by: xxyheaven <1433191064@qq.com>
2024-01-29 10:19:10 +08:00

121 lines
3.4 KiB
Lua

-- SPDX-License-Identifier: GPL-3.0-or-later
GameEvent.functions[GameEvent.Dying] = function(self)
local dyingStruct = table.unpack(self.data)
local room = self.room
local logic = room.logic
local dyingPlayer = room:getPlayerById(dyingStruct.who)
dyingPlayer.dying = true
room:broadcastProperty(dyingPlayer, "dying")
room:sendLog{
type = "#EnterDying",
from = dyingPlayer.id,
}
logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
if dyingPlayer.hp < 1 then
-- room.logic:trigger(fk.Dying, dyingPlayer, dyingStruct)
local savers = room:getAlivePlayers()
for _, p in ipairs(savers) do
if not p.dead then
if dyingPlayer.hp > 0 or dyingPlayer.dead or logic:trigger(fk.AskForPeaches, p, dyingStruct) then
break
end
end
end
logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct)
end
end
GameEvent.exit_funcs[GameEvent.Dying] = function(self)
local room = self.room
local logic = room.logic
local dyingStruct = self.data[1]
local dyingPlayer = room:getPlayerById(dyingStruct.who)
if dyingPlayer.dying then
dyingPlayer.dying = false
room:broadcastProperty(dyingPlayer, "dying")
end
logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct, self.interrupted)
end
GameEvent.prepare_funcs[GameEvent.Death] = function(self)
local deathStruct = table.unpack(self.data)
local room = self.room
local victim = room:getPlayerById(deathStruct.who)
if victim.dead then
return true
end
end
GameEvent.functions[GameEvent.Death] = function(self)
local deathStruct = table.unpack(self.data)
local room = self.room
local victim = room:getPlayerById(deathStruct.who)
victim.dead = true
if victim.rest <= 0 then
victim._splayer:setDied(true)
end
table.removeOne(room.alive_players, victim)
local logic = room.logic
logic:trigger(fk.BeforeGameOverJudge, victim, deathStruct)
local killer = deathStruct.damage and deathStruct.damage.from or nil
if killer then
room:sendLog{
type = "#KillPlayer",
to = {killer.id},
from = victim.id,
arg = (victim.rest > 0 and 'unknown' or victim.role),
}
else
room:sendLog{
type = "#KillPlayerWithNoKiller",
from = victim.id,
arg = (victim.rest > 0 and 'unknown' or victim.role),
}
end
room:sendLogEvent("Death", {to = victim.id})
if victim.rest == 0 then
room:broadcastProperty(victim, "role")
end
room:broadcastProperty(victim, "dead")
victim.drank = 0
room:broadcastProperty(victim, "drank")
victim.shield = 0
room:broadcastProperty(victim, "shield")
logic:trigger(fk.GameOverJudge, victim, deathStruct)
logic:trigger(fk.Death, victim, deathStruct)
logic:trigger(fk.BuryVictim, victim, deathStruct)
logic:trigger(fk.Deathed, victim, deathStruct)
end
GameEvent.functions[GameEvent.Revive] = function(self)
local room = self.room
local player, sendLog, reason = table.unpack(self.data)
if not player.dead then return end
room:setPlayerProperty(player, "dead", false)
player._splayer:setDied(false)
room:setPlayerProperty(player, "dying", false)
room:setPlayerProperty(player, "hp", player.maxHp)
table.insertIfNeed(room.alive_players, player)
sendLog = (sendLog == nil) and true or sendLog
if sendLog then
room:sendLog { type = "#Revive", from = player.id }
end
reason = reason or ""
room.logic:trigger(fk.AfterPlayerRevived, player, { reason = reason })
end