SNIClient, ALttP: expose death_text to SNI client, add message to alttp (#1793)
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@ -207,12 +207,12 @@ class SNIContext(CommonContext):
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self.killing_player_task = asyncio.create_task(deathlink_kill_player(self))
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super(SNIContext, self).on_deathlink(data)
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async def handle_deathlink_state(self, currently_dead: bool) -> None:
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async def handle_deathlink_state(self, currently_dead: bool, death_text: str = "") -> None:
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# in this state we only care about triggering a death send
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if self.death_state == DeathState.alive:
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if currently_dead:
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self.death_state = DeathState.dead
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await self.send_death()
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await self.send_death(death_text)
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# in this state we care about confirming a kill, to move state to dead
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elif self.death_state == DeathState.killing_player:
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# this is being handled in deathlink_kill_player(ctx) already
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@ -520,7 +520,8 @@ class ALTTPSNIClient(SNIClient):
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gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
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if "DeathLink" in ctx.tags and gamemode and ctx.last_death_link + 1 < time.time():
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currently_dead = gamemode[0] in DEATH_MODES
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await ctx.handle_deathlink_state(currently_dead)
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await ctx.handle_deathlink_state(currently_dead,
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ctx.player_names[ctx.slot] + " ran out of hearts." if ctx.slot else "")
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gameend = await snes_read(ctx, SAVEDATA_START + 0x443, 1)
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game_timer = await snes_read(ctx, SAVEDATA_START + 0x42E, 4)
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