mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 11:42:45 +08:00
19a2cc5ed7
- 实现副势力概念,用于应对双势力机制; - 完善神将及拥有副势力的武将开局选择势力的机制; - 完成势力技概念; - 实现ViewAsSkill在响应时对使用和打出的区分。 --------- Co-authored-by: notify <notify-ctrl@qq.com>
72 lines
2.1 KiB
Lua
72 lines
2.1 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 self = self.room
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local dyingPlayer = self:getPlayerById(dyingStruct.who)
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dyingPlayer.dying = true
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self:broadcastProperty(dyingPlayer, "dying")
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self:sendLog{
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type = "#EnterDying",
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from = dyingPlayer.id,
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}
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self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
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if dyingPlayer.hp < 1 then
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-- self.logic:trigger(fk.Dying, dyingPlayer, dyingStruct)
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local savers = self:getAlivePlayers()
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for _, p in ipairs(savers) do
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if dyingPlayer.hp > 0 or dyingPlayer.dead or self.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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self.logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct)
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end
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if not dyingPlayer.dead and dyingPlayer.dying then
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dyingPlayer.dying = false
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self:broadcastProperty(dyingPlayer, "dying")
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end
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self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct)
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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 self = self.room
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local victim = self:getPlayerById(deathStruct.who)
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victim.dead = true
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table.removeOne(self.alive_players, victim)
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local logic = self.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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self: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.role,
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}
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else
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self:sendLog{
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type = "#KillPlayerWithNoKiller",
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from = victim.id,
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arg = victim.role,
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}
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end
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self:sendLogEvent("Death", {to = victim.id})
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self:broadcastProperty(victim, "role")
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self:broadcastProperty(victim, "dead")
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victim.drank = 0
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self:broadcastProperty(victim, "drank")
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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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