-- 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