local CONST = require 'config.const'
local Balance = require 'config.balance'
local M = {}
-- ---------------------------------------------------------
-- 刺杀入口
-- ---------------------------------------------------------
function M.attempt(attacker, target)
local cd = attacker:storage_get('kill_cd') or 0
if cd > 0 then return false end
if not attacker:is_in_radius(target, Balance.KILL_RANGE) then return false end
if attacker:storage_get('is_disguising') then return false end
if attacker:storage_get('is_dragging') then return false end
if attacker:storage_get('is_attacking') then return false end
local GameMgr = require 'core.game_manager'
if GameMgr.get_state() == 'prepare' then return false end
local backstab = M.is_backstab(attacker, target)
local windup = backstab and Balance.BACKSTAB_WINDUP or Balance.KILL_WINDUP
local damage = backstab and Balance.BACKSTAB_DAMAGE or Balance.KILL_DAMAGE
attacker:play_animation('attack', 1.0, 0, -1, false, true)
attacker:storage_set('is_attacking', true)
clicli.timer.wait(windup, function()
attacker:storage_set('is_attacking', false)
attacker:stop_cur_animation()
if not attacker:is_in_radius(target, Balance.KILL_RANGE + 0.5) then
M.on_miss(attacker)
return
end
if not target:is_alive() then return end
M.on_hit(attacker, target, damage)
end)
return true
end
-- ---------------------------------------------------------
-- 命中处理
-- ---------------------------------------------------------
function M.on_hit(attacker, target, damage)
if target:has_buff_by_key(CONST.BUFF_SHIELD) then
target:remove_buffs_by_key(CONST.BUFF_SHIELD)
M.set_cooldown(attacker, Balance.KILL_CD_HIT)
return
end
attacker:damage({
target = target,
damage = damage,
type = CONST.DAMAGE_TYPE_ASSASSINATE,
no_miss = true,
})
local Suspicion = require 'systems.suspicion'
local witness_count = M.count_witnesses(attacker, 10)
if witness_count > 0 then
Suspicion.add(attacker, Balance.SUS_KILL_WITNESSED)
else
Suspicion.add(attacker, Balance.SUS_KILL_UNWITNESSED)
end
if not target:is_alive() then
M.set_cooldown(attacker, Balance.KILL_CD_KILL)
M.on_kill(attacker, target)
else
M.set_cooldown(attacker, Balance.KILL_CD_HIT)
end
end
-- ---------------------------------------------------------
-- 未命中
-- ---------------------------------------------------------
function M.on_miss(attacker)
local Suspicion = require 'systems.suspicion'
Suspicion.add(attacker, Balance.SUS_KILL_MISS)
M.set_cooldown(attacker, Balance.KILL_CD_MISS)
end
-- ---------------------------------------------------------
-- 击杀后处理
-- ---------------------------------------------------------
function M.on_kill(killer, victim)
local is_silent = killer:has_buff_by_key(CONST.BUFF_SILENCER)
if victim:has_tag('npc') then
victim:add_tag('corpse')
victim:set_recycle_on_remove(false)
if not is_silent then
local NpcMgr = require 'core.npc_manager'
NpcMgr.trigger_panic(victim:get_point(), Balance.PANIC_RADIUS)
end
if is_silent then
killer:remove_buffs_by_key(CONST.BUFF_SILENCER)
end
clicli.timer.wait(Balance.CORPSE_DECAY_TIME, function()
if victim:has_tag('corpse') and not victim:has_tag('hidden') then
victim:remove()
end
end)
end
if victim:has_tag('player_controlled') then
local PlayerMgr = require 'core.player_manager'
PlayerMgr.on_player_killed(killer, victim)
end
end
-- ---------------------------------------------------------
-- 背刺判定
-- ---------------------------------------------------------
function M.is_backstab(attacker, target)
local atk_point = attacker:get_point()
local tgt_point = target:get_point()
local tgt_face = target:get_facing()
local dx = atk_point:get_x() - tgt_point:get_x()
local dy = atk_point:get_y() - tgt_point:get_y()
local angle_to_attacker = math.deg(math.atan(dy, dx))
local diff = math.abs(angle_to_attacker - tgt_face)
if diff > 180 then diff = 360 - diff end
return diff > 120
end
-- ---------------------------------------------------------
-- 目击者计数
-- ---------------------------------------------------------
function M.count_witnesses(attacker, radius)
local area = clicli.area.create_circle_area(attacker:get_point(), radius)
local units = area:get_all_unit_in_area()
area:remove()
local count = 0
for _, u in ipairs(units) do
if u ~= attacker and u:is_alive() then
if u:has_tag('player_controlled') or u:has_tag('npc') then
count = count + 1
end
end
end
return count
end
-- ---------------------------------------------------------
-- 冷却
-- ---------------------------------------------------------
function M.set_cooldown(unit, duration)
unit:storage_set('kill_cd', duration)
clicli.timer.wait(duration, function()
unit:storage_set('kill_cd', 0)
end)
end
return M