local CONST = require 'config.const'
local Balance = require 'config.balance'
local Suspicion = require 'systems.suspicion'
local M = {}
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-- 刺杀入口
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function M.attempt(attacker, target)
-- 冷却检查
local cd = attacker:storage_get('kill_cd') or 0
if cd > 0 then return false end
-- 距离检查
if not attacker:is_in_radius(target, Balance.KILL_RANGE) then return false end
-- 正在换装/互动不能刺杀
if attacker:storage_get('is_disguising') then return false end
if attacker:storage_get('is_dragging') then return false end
-- 准备期不可攻击
local GameMgr = require 'core.game_manager'
if GameMgr.get_state() == 'prepare' then return false end
-- 背刺判定
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
-- 前摇动画
attacker:play_animation('attack', 1.0, 0, -1, false, true)
attacker:storage_set('is_attacking', true)
y3.timer.wait(windup, function()
attacker:storage_set('is_attacking', false)
attacker:stop_cur_animation()
-- 前摇结束后距离再次检查
if not attacker:is_in_radius(target, Balance.KILL_RANGE + 0.5) then
M.on_miss(attacker)
return
end
M.on_hit(attacker, target, damage)
end)
return true
end
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-- 命中处理
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function M.on_hit(attacker, target, damage)
-- 护盾检查
if target:has_buff_by_key(CONST.BUFF_SHIELD) then
target:remove_buffs_by_key(CONST.BUFF_SHIELD)
-- 护盾抵挡,不造成伤害
M.set_cooldown(attacker, Balance.KILL_CD_HIT)
return
end
-- 造成伤害
attacker:damage({
target = target,
damage = damage,
type = CONST.DAMAGE_TYPE_ASSASSINATE,
no_miss = true,
})
-- 怀疑值处理:目击者检查
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
-- 是否击杀
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
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-- 未命中处理
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function M.on_miss(attacker)
Suspicion.add(attacker, Balance.SUS_KILL_MISS)
M.set_cooldown(attacker, Balance.KILL_CD_MISS)
end
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-- 击杀后处理
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function M.on_kill(killer, victim)
-- NPC死亡
if victim:has_tag('npc') then
victim:add_tag('corpse')
victim:set_recycle_on_remove(false)
-- 触发区域恐慌
local NpcMgr = require 'core.npc_manager'
NpcMgr.trigger_panic(victim:get_point(), Balance.PANIC_RADIUS)
-- 30秒后尸体消失
y3.timer.wait(Balance.CORPSE_DECAY_TIME, function()
if victim:has_tag('corpse') and not victim:has_tag('hidden') then
victim:remove()
end
end)
end
-- 玩家死亡
if victim:has_tag('player_controlled') then
local PlayerMgr = require 'core.player_manager'
PlayerMgr.on_player_killed(killer, victim)
end
end
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-- 背刺判定
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function M.is_backstab(attacker, target)
local atk_point = attacker:get_point()
local tgt_point = target:get_point()
local tgt_face = target:get_facing()
-- 计算攻击者相对于目标的方向角
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))
-- 目标正面方向与攻击者方向的夹角
local diff = math.abs(angle_to_attacker - tgt_face)
if diff > 180 then diff = 360 - diff end
-- 夹角 > 120 度 = 攻击者在目标背后
return diff > 120
end
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-- 目击者计数
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function M.count_witnesses(attacker, radius)
local area = y3.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
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-- 冷却
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function M.set_cooldown(unit, duration)
unit:storage_set('kill_cd', duration)
y3.timer.wait(duration, function()
unit:storage_set('kill_cd', 0)
end)
end
return M
当玩家持有消声器buff时,击杀不触发恐慌、不发送全局通知:
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
NpcMgr.trigger_panic(victim:get_point(), Balance.PANIC_RADIUS)
end
if is_silent then
killer:remove_buffs_by_key(CONST.BUFF_SILENCER)
end
y3.timer.wait(Balance.CORPSE_DECAY_TIME, function()
if victim:has_tag('corpse') and not victim:has_tag('hidden') then
victim:remove()
end
end)
end
-- ...
end