public void sync(Player o) { id = o.id; name = o.name; state = o.state; message = o.message; ai = o.ai; for (int i = 0; i < items.Length; i++) { items[i] = o.items[i]; } // fdead = o.fdead; deadReason = o.deadReason; deadid = o.deadid; discoverer = o.discoverer; murderer = o.murderer; murdererTurn = o.murdererTurn; dayDiscovere = o.dayDiscovere; dayDead = o.dayDead; dayKill = o.dayKill; dayMurdererSuccess = o.dayMurdererSuccess; dayUseItem = o.dayUseItem; dayNoonCount = o.dayNoonCount; dayNightVote = o.dayNightVote; dayMidKnifeP = o.dayMidKnifeP; // net_opp = o.net_opp; net_item = o.net_item; }
// dead public void dead(DEAD_REASON reason, int p2) { dayDead = true; fdead = true; deadReason = reason; deadid = p2; discoverer = 0; }
private void killSub(Player murderer, Player opponent, ITEM murdere_item) { // kill murderer.addMessage(opponent.name + "さんの殺害に成功しました"); murderer.killSuccess(opponent.id); murderer.state = PLAYER_STATE.MIDNIGHT_KILL_ITEM_SELECT; murderer.dayUseItem = ITEM.NONE; DEAD_REASON reason = DEAD_REASON.NONE; if (murdere_item == ITEM.KNIFE) { reason = DEAD_REASON.KNIFE; } else if (murdere_item == ITEM.MURDERE_KNIFE) { reason = DEAD_REASON.MURDERER_KNIFE; murderer.dayMurdererSuccess = true; } // die int oppo_item_mknife_index = opponent.getItemIndex(ITEM.MURDERE_KNIFE); if (oppo_item_mknife_index != -1) { // 手放す opponent.setItem(oppo_item_mknife_index, ITEM.NONE); //自分も死んでればランダム if (murderer.fdead) { randMurdererKnifeMove(); } else { // 殺人包丁をもっている場合は手に入れる murderer.addItem(ITEM.MURDERE_KNIFE); murderer.addMessage(opponent.name + "さんは狂気の殺人包丁を持っていました"); murderer.addMessage("狂気の殺人包丁を手に入れました"); } } //アイテムをなくす opponent.dead(reason, murderer.id); opponent.addMessage("あなたは殺されました"); opponent.state = PLAYER_STATE.MIDNIGHT_KILL_ITEM_SELECT_WAIT; }