-- 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 dyingPlayer.hp > 0 or dyingPlayer.dead or logic:trigger(fk.AskForPeaches, p, dyingStruct) then break end end logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct) end if not dyingPlayer.dead and dyingPlayer.dying then dyingPlayer.dying = false room:broadcastProperty(dyingPlayer, "dying") end logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct) 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 victim._splayer:setDied(true) 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.role, } else room:sendLog{ type = "#KillPlayerWithNoKiller", from = victim.id, arg = victim.role, } end room:sendLogEvent("Death", {to = victim.id}) room:broadcastProperty(victim, "role") room:broadcastProperty(victim, "dead") victim.drank = 0 room:broadcastProperty(victim, "drank") 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