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