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src/adv/AdvPassive.lua 10 KB
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  local Filter = class("Filter")
  
  Filter.HP_UP_WITH_EQUAL = 1 -- 血量>=value%
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  Filter.HP_UP = 2 -- 血量>value%
  Filter.HP_LOW_WITH_EQUAL = 3 -- 血量<=value%
  Filter.HP_LOW = 4 -- 血量<value%
  Filter.BUFF_BY_TYPE = 5 -- 指定类型buff
  Filter.BUFF_BY_ID = 6 -- 指定id的buff
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  local FilterFactory = {}
  FilterFactory[Filter.HP_UP_WITH_EQUAL] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp >= self.value * target.hpMax / 100
  	end
  end
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  FilterFactory[Filter.HP_UP] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp > self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.HP_LOW_WITH_EQUAL] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp <= self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.HP_LOW] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp < self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.BUFF_BY_TYPE] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target:hadBuff(self.value)
  	end
  end
  FilterFactory[Filter.BUFF_BY_ID] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target:hadBuffById(self.value)
  	end
  end
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  function Filter:ctor(params)
  	self.owner = params.owner
  	self.skill = params.skill
  	self.fType = params.fType -- 筛选类型
  	self.oType = params.oType -- 主体类型 0:owner 1:trigger 2:releaser
  	self.value = params.value -- 筛选值
  	
  	if FilterFactory[self.fType] then
  		FilterFactory[self.fType](self)
  	end
  end
  
  function Filter:getTarget(params)
  	local target
  	if self.oType == 0 then
  		target = self.owner
  	end
  	if self.oType == 1 and params.trigger then
  		target = params.trigger
  	end
  	if self.oType == 2 and params.releaser then
  		target = params.releaser
  	end
  	return target
  end
  
  function Filter:execute(params)
  	local target = self:getTarget(params)
  	if not target then
  		return
  	end
  	if self:_execute(target) then
  		return self:_execute(target)
  	end
  end
  
  -->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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  local Passive = class("Passive")
  
  -- 每回合触发的使用 afterRound
  -- 其他触发的使用 triggerPassive 
  
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  Passive.BORN_ONCE = 1 -- 自身出生(翻开所在格子)触发
  Passive.ROOM_SHOW = 2 --自身所在房间被展示时,触发1次 
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  Passive.HURT_PERCENT_SELF = 3 --自身,每损失N%生命值,触发1次
  Passive.HURT_PERCENT_TEAM = 4 --队友,每损失N%生命值,触发1次
  Passive.HP_LOW_SELF = 5 --自身生命值<N%时,每回合触发
  Passive.HP_LOW_TEAM = 6 --敌人生命值<N%时,每回合触发
  Passive.HP_UP_SELF = 7 --自身生命值>N%时,每回合触发
  Passive.HP_UP_TEAM = 8 --敌人生命值>N%时,每回合触发
  Passive.SELF_ATK = 9 --自身攻击N次后,触发1次
  Passive.SELF_HURT = 10 --自身受击N次后,触发1次
  Passive.TEAM_ATK = 11 --队友攻击N次后,触发1次
  Passive.TEAM_HURT = 12 --队友受击N次后,触发1次
  Passive.MONSTER_COUNT_UP = 13  --场上存在N个以上怪物,每回合触发
  Passive.MONSTER_COUNT_LOW = 14  --场上存在N个以下怪物,每回合触发
  Passive.SELF_DEAD = 15 --自身死亡后,触发1次
  Passive.TEAM_DEAD = 16 --队友死亡后,触发1次
  Passive.TARGET_SKILL = 17 --目标每使用N次技能,触发1次
  Passive.TEAM_SKILL = 18 --队友每使用N次技能,触发1次
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  -- 不同的开启条件
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  local PassiveCondFactory = {}
  PassiveCondFactory[Passive.HURT_PERCENT_SELF] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local value = params.value or 1
  		self.rv = math.floor(self.rv + value)
  		if self.rv >= self.passiveData.value then
  			self.rv = self.rv % self.passiveData.value  -- 取余
  			return true
  		end
  	end
  	_Passive._initDB = function(self, data)
  		self.rv = data.rv or 0
  	end
  	_Passive._getDB = function(self)
  		return {rv = self.rv}
  	end
  end
  
  PassiveCondFactory[Passive.HURT_PERCENT_TEAM] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.SELF_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.SELF_HURT] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.TEAM_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.TEAM_HURT] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.TARGET_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.TEAM_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  
  PassiveCondFactory[Passive.ROOM_SHOW] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local roomId = params.roomId
  		if self.roomId == roomId then
  			return true
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_LOW_SELF] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if self.owner.hp / self.owner.hpMax * 100 < self.passiveData.value then
  			self:trigger(Passive.HP_LOW_SELF)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_LOW_TEAM] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner:getTeam(2)) do
  			if player.hp / player.hpMax * 100 < self.passiveData.value then
  				self:trigger(Passive.HP_LOW_TEAM, {trigger = player})
  			end
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_UP_SELF] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if self.owner.hp / self.owner.hpMax * 100 > self.passiveData.value then
  			self:trigger(Passive.HP_UP_SELF)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_UP_TEAM] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner:getTeam(2)) do
  			if player.hp / player.hpMax * 100 > self.passiveData.value then
  				self:trigger(Passive.HP_UP_TEAM, {trigger = player})
  			end
  		end
  	end
  end
  
  PassiveCondFactory[Passive.MONSTER_COUNT_UP] = function(_Passive)
  	_Passive._afterRound = function(self)
  		local monsters = self.owner.battle.player:getTeam(2)
  		if #monsters > self.passiveData.value then
  			self:trigger(Passive.MONSTER_COUNT_UP)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.MONSTER_COUNT_LOW] = function(_Passive)
  	_Passive._afterRound = function(self)
  		local monsters = self.owner.battle.player:getTeam(2)
  		if #monsters < self.passiveData.value then
  			self:trigger(Passive.MONSTER_COUNT_LOW)
  		end
  	end
  end
  
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  function Passive:ctor(owner, data)
  	self.owner = owner
  	self.id = data.id
  	self.level = data.level or 1
  	self.passiveData = csvdb["adv_skill_passiveCsv"][self.id][self.level]
  	self.isDel = false
  	self.round = data.round or 0	--触发剩余回合数
  	self.count = data.count or 0	--触发剩余次数
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  	self.effects = self.passiveData.effect:toTableArray(true)
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  	self.filters = {}
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  	if PassiveCondFactory[self.passiveData.condition] then
  		PassiveCondFactory[self.passiveData.condition](self)
  	end
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  	self:initFilter()
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  	if self._initDB then
  		self:_initDB(data)
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  	end
  end
  
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  function Passive:initFilter()
  	local filterList = self.passiveData.filter:toTableArray(true)
  	for _, fParams in ipairs(filterList) do
  		local filter = Filter.new({owner = self.owner, skill = self, oType = fParams[1], fType = fParams[2], value = fParams[3] })
  		table.insert(self.filters, filter)
  	end
  end
  
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  function Passive:getCondType()
  	return self.passiveData.condition, self.passiveData.value
  end
  
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  -- effect 生效篩選
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  function Passive:canEffect(effType, effValue)
  	if self.owner.lock and effType ~= 3 then -- 锁定的只能触发翻开自己格子的固有技
  		return
  	end
  	return true
  end
  
  function Passive:effect(trigger)
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  	for _, effect in pairs(self.effects) do
  		local effType = effect[1]
  		local effValue = effect[2]
  		if self:canEffect(effType, effValue) then
  			self["effect" .. effType](self, effValue, trigger)
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  		end
  	end
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  	--次数为 -1 一局只能触发一次,触发过后删掉就可以
  	if self.count == -1 then
  		self.isDel = true
  	end
  	if self.count > 0 then
  		self.count = self.count - 1
  		self.round = self.passiveData.space
  	end
  end
  
  function Passive:afterRound()
  	if self.isDel or self.owner.isDead then return end
  	if self._afterRound then
  		self:_afterRound()  --有的触发自己检测在这里检查
  	end
  	if self.round > 0 then  --回合触发的
  		self.round = self.round - 1
  		if self.round == 0 then
  			self:effect()
  		end
  	end
  end
  
  -- 正在触发中
  function  Passive:isActive( )
  	return self.count > 0 or self.round > 0
  end
  
  function Passive:trigger(condType, params) --触发检查
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  	params = params or {}
  	if self.isDel or self.owner.isDead then return end
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  	if self:getCondType() ~= condType then return end
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  	if self:isActive() then return end
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  	if self._trigger then
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  		if not self:_trigger(params) then return end  --检查
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  	end
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  	if not self:filter(params) then
  		return
  	end
  	if math.randomInt(1, 100) > self.passiveData.chance then
  		return
  	end
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  	self.round = self.passiveData.delay --首次
  	self.count = self.passiveData.count --次数
  	-- 没有延迟就直接触发
  	if self.round == 0 then
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  		self:effect(params.trigger)
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  	end
  end
  
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  function Passive:filter(params)
  	for _, filter in ipairs(self.filters) do
  		if not filter:execute(params) then
  			return
  		end
  	end
  	return true
  end
  
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  function Passive:getDB()
  	local db = {}
  	if self._getDB then
  		db = self:_getDB()
  	end
  	db.id = self.id
  	db.level = self.level
  	db.round = self.round
  	db.count = self.count
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  	return db
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  end
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  --默认=0=使用技能,
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  function Passive:effect0(value)
  	self.owner:releaseSkill(value)
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  end
  --1=自身获得buff
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  function Passive:effect1(value)
  	self.owner:addBuff(value)
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  end
  --2=触发目标获得buff
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  function Passive:effect2(value, trigger)
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  	if trigger then
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  		trigger:addBuff(value)
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  	end
  end
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  --3=翻开自己所在格子
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  function Passive:effect3()
  	self.owner.battle.adv:openBlock(self.owner.roomId, self.owner.blockId)
  end
  --4=逃跑
  function Passive:effect4()
  	self.owner.isDead = true --跑了
  	self.owner.battle.adv:enemyDead(self.owner.roomId,self.owner.blockId, true)
  end
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  --5=给随机一个敌方增加一个buff
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  function Passive:effect5(value)
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  	local monsters = self.owner.battle.player:getTeam(2)
  	local randomId = math.random( 1, #monsters )
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  	monsters[randomId]:addBuff(value)
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  end
  --6=给自己加一個被動技能
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  function Passive:effect6(value)
  	self.owner:addPassive({id = value})
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  end
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  return Passive