FreeKill/lua/server/events/death.lua

60 lines
1.7 KiB
Lua

GameEvent.functions[GameEvent.Dying] = function(self)
local dyingStruct = table.unpack(self.data)
local self = self.room
local dyingPlayer = self:getPlayerById(dyingStruct.who)
dyingPlayer.dying = true
self:broadcastProperty(dyingPlayer, "dying")
self:sendLog{
type = "#EnterDying",
from = dyingPlayer.id,
}
self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
if dyingPlayer.hp < 1 then
self.logic:trigger(fk.Dying, dyingPlayer, dyingStruct)
self.logic:trigger(fk.AskForPeaches, dyingPlayer, dyingStruct)
self.logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct)
end
if not dyingPlayer.dead then
dyingPlayer.dying = false
self:broadcastProperty(dyingPlayer, "dying")
end
self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct)
end
GameEvent.functions[GameEvent.Death] = function(self)
local deathStruct = table.unpack(self.data)
local self = self.room
local victim = self:getPlayerById(deathStruct.who)
victim.dead = true
table.removeOne(self.alive_players, victim)
local logic = self.logic
logic:trigger(fk.BeforeGameOverJudge, victim, deathStruct)
local killer = deathStruct.damage and deathStruct.damage.from or nil
if killer then
self:sendLog{
type = "#KillPlayer",
to = {killer.id},
from = victim.id,
arg = victim.role,
}
else
self:sendLog{
type = "#KillPlayerWithNoKiller",
from = victim.id,
arg = victim.role,
}
end
self:sendLogEvent("Death", {to = victim.id})
self:broadcastProperty(victim, "role")
self:broadcastProperty(victim, "dead")
logic:trigger(fk.GameOverJudge, victim, deathStruct)
logic:trigger(fk.Death, victim, deathStruct)
logic:trigger(fk.BuryVictim, victim, deathStruct)
end