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