-- SPDX-License-Identifier: GPL-3.0-or-later local damage_nature_table = { [fk.NormalDamage] = "normal_damage", [fk.FireDamage] = "fire_damage", [fk.ThunderDamage] = "thunder_damage", [fk.IceDamage] = "ice_damage", } local function sendDamageLog(room, damageStruct) if damageStruct.from then room:sendLog{ type = "#Damage", to = {damageStruct.from.id}, from = damageStruct.to.id, arg = damageStruct.damage, arg2 = damage_nature_table[damageStruct.damageType], } else room:sendLog{ type = "#DamageWithNoFrom", from = damageStruct.to.id, arg = damageStruct.damage, arg2 = damage_nature_table[damageStruct.damageType], } end room:sendLogEvent("Damage", { to = damageStruct.to.id, damageType = damage_nature_table[damageStruct.damageType], damageNum = damageStruct.damage, }) end GameEvent.functions[GameEvent.ChangeHp] = function(self) local player, num, reason, skillName, damageStruct = table.unpack(self.data) local self = self.room if num == 0 then return false end assert(reason == nil or table.contains({ "loseHp", "damage", "recover" }, reason)) ---@type HpChangedData local data = { num = num, reason = reason, skillName = skillName, damageEvent = damageStruct, } if self.logic:trigger(fk.BeforeHpChanged, player, data) then self.logic:breakEvent(false) end assert(not (data.reason == "recover" and data.num < 0)) player.hp = math.min(player.hp + data.num, player.maxHp) self:broadcastProperty(player, "hp") if reason == "damage" then sendDamageLog(self, damageStruct) elseif reason == "loseHp" then self:sendLog{ type = "#LoseHP", from = player.id, arg = 0 - num, } self:sendLogEvent("LoseHP", {}) elseif reason == "recover" then self:sendLog{ type = "#HealHP", from = player.id, arg = num, } end self:sendLog{ type = "#ShowHPAndMaxHP", from = player.id, arg = player.hp, arg2 = player.maxHp, } self.logic:trigger(fk.HpChanged, player, data) if player.hp < 1 then if num < 0 and not data.preventDying then ---@type DyingStruct local dyingStruct = { who = player.id, damage = damageStruct, } self:enterDying(dyingStruct) end elseif player.dying then player.dying = false self:broadcastProperty(player, "dying") end return true end GameEvent.functions[GameEvent.Damage] = function(self) local damageStruct = table.unpack(self.data) local self = self.room if damageStruct.card and damageStruct.skillName == damageStruct.card.name .. "_skill" and not damageStruct.chain then local cardEffectData = self.logic:getCurrentEvent():findParent(GameEvent.CardEffect) if cardEffectData then local cardEffectEvent = cardEffectData.data[1] damageStruct.damage = damageStruct.damage + (cardEffectEvent.additionalDamage or 0) end end if damageStruct.damage < 1 then return false end damageStruct.damageType = damageStruct.damageType or fk.NormalDamage if damageStruct.from and not damageStruct.from:isAlive() then damageStruct.from = nil end assert(damageStruct.to:isInstanceOf(ServerPlayer)) local stages = { {fk.PreDamage, damageStruct.from}, {fk.DamageCaused, damageStruct.from}, {fk.DamageInflicted, damageStruct.to}, } for _, struct in ipairs(stages) do local event, player = table.unpack(struct) if self.logic:trigger(event, player, damageStruct) or damageStruct.damage < 1 then self.logic:breakEvent(false) end assert(damageStruct.to:isInstanceOf(ServerPlayer)) end if not damageStruct.to:isAlive() then return false end if damageStruct.card and damageStruct.damage > 0 then local parentUseData = self.logic:getCurrentEvent():findParent(GameEvent.UseCard) if parentUseData then local cardUseEvent = parentUseData.data[1] cardUseEvent.damageDealt = cardUseEvent.damageDealt or {} cardUseEvent.damageDealt[damageStruct.to.id] = (cardUseEvent.damageDealt[damageStruct.to.id] or 0) + damageStruct.damage end end if damageStruct.damageType ~= fk.NormalDamage and damageStruct.to.chained then damageStruct.beginnerOfTheDamage = true damageStruct.to:setChainState(false) end -- 先扣减护甲,再扣体力值 local shield_to_lose = math.min(damageStruct.damage, damageStruct.to.shield) self:changeShield(damageStruct.to, -shield_to_lose) if shield_to_lose < damageStruct.damage then if not self:changeHp( damageStruct.to, shield_to_lose - damageStruct.damage, "damage", damageStruct.skillName, damageStruct) then self.logic:breakEvent(false) end else sendDamageLog(self, damageStruct) end stages = { {fk.Damage, damageStruct.from}, {fk.Damaged, damageStruct.to}, {fk.DamageFinished, damageStruct.to}, } for _, struct in ipairs(stages) do local event, player = table.unpack(struct) self.logic:trigger(event, player, damageStruct) end return true end GameEvent.exit_funcs[GameEvent.Damage] = function(self) local room = self.room local damageStruct = self.data[1] room.logic:trigger(fk.DamageFinished, damageStruct.to, damageStruct) if damageStruct.beginnerOfTheDamage and not damageStruct.chain then local targets = table.filter(room:getAlivePlayers(), function(p) return p.chained end) for _, p in ipairs(targets) do room:sendLog{ type = "#ChainDamage", from = p.id } local dmg = table.simpleClone(damageStruct) dmg.to = p dmg.chain = true room:damage(dmg) end end end GameEvent.functions[GameEvent.LoseHp] = function(self) local player, num, skillName = table.unpack(self.data) local self = self.room if num == nil then num = 1 elseif num < 1 then return false end ---@type HpLostData local data = { num = num, skillName = skillName, } if self.logic:trigger(fk.PreHpLost, player, data) or data.num < 1 then self.logic:breakEvent(false) end if not self:changeHp(player, -num, "loseHp", skillName) then self.logic:breakEvent(false) end self.logic:trigger(fk.HpLost, player, data) return true end GameEvent.functions[GameEvent.Recover] = function(self) local recoverStruct = table.unpack(self.data) local self = self.room if recoverStruct.card then local cardEffectData = self.logic:getCurrentEvent():findParent(GameEvent.CardEffect) if cardEffectData then local cardEffectEvent = cardEffectData.data[1] recoverStruct.num = recoverStruct.num + (cardEffectEvent.additionalRecover or 0) end end if recoverStruct.num < 1 then return false end local who = recoverStruct.who if self.logic:trigger(fk.PreHpRecover, who, recoverStruct) or recoverStruct.num < 1 then self.logic:breakEvent(false) end if not self:changeHp(who, recoverStruct.num, "recover", recoverStruct.skillName) then self.logic:breakEvent(false) end self.logic:trigger(fk.HpRecover, who, recoverStruct) return true end GameEvent.functions[GameEvent.ChangeMaxHp] = function(self) local player, num = table.unpack(self.data) local self = self.room if num == 0 then return false end player.maxHp = math.max(player.maxHp + num, 0) self:broadcastProperty(player, "maxHp") self:sendLogEvent("ChangeMaxHp", { player = player.id, num = num, }) if player.maxHp == 0 then self:killPlayer({ who = player.id }) end local diff = player.hp - player.maxHp if diff > 0 then if not self:changeHp(player, -diff) then player.hp = player.hp - diff end end self:sendLog{ type = num > 0 and "#HealMaxHP" or "#LoseMaxHP", from = player.id, arg = num > 0 and num or - num, } self:sendLog{ type = "#ShowHPAndMaxHP", from = player.id, arg = player.hp, arg2 = player.maxHp, } self.logic:trigger(fk.MaxHpChanged, player, { num = num }) return true end