update death
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@@ -9,6 +9,7 @@ from src.classes.battle import decide_battle, get_assassination_success_rate
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from src.classes.story_teller import StoryTeller
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from src.classes.normalize import normalize_avatar_name
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from src.classes.death import handle_death
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from src.classes.death_reason import DeathReason
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from src.classes.kill_and_grab import kill_and_grab
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if TYPE_CHECKING:
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@@ -116,7 +117,7 @@ class Assassinate(InstantAction):
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story_event = Event(self.world.month_stamp, story, related_avatars=rel_ids, is_story=True)
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# 死亡清理
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handle_death(self.world, target)
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handle_death(self.world, target, DeathReason.BATTLE)
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return [result_event, story_event]
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@@ -153,7 +154,7 @@ class Assassinate(InstantAction):
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story_event = Event(self.world.month_stamp, story, related_avatars=rel_ids, is_story=True)
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if is_fatal:
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handle_death(self.world, loser)
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handle_death(self.world, loser, DeathReason.BATTLE)
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return [result_event, story_event]
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@@ -7,6 +7,7 @@ from src.classes.battle import decide_battle, get_effective_strength_pair
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from src.classes.story_teller import StoryTeller
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from src.classes.normalize import normalize_avatar_name
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from src.classes.death import handle_death
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from src.classes.death_reason import DeathReason
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from src.classes.kill_and_grab import kill_and_grab
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class Attack(InstantAction):
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@@ -109,6 +110,6 @@ class Attack(InstantAction):
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# 如果死亡,执行死亡清理(在故事生成后,保证关系数据可用)
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if is_fatal:
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handle_death(self.world, loser)
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handle_death(self.world, loser, DeathReason.BATTLE)
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return [result_event, story_event]
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