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src/adv/AdvPlayer.lua 22.7 KB
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  -- 角色
  local Buff = require "adv.AdvBuff"
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  local Skill = require "adv.AdvSkill"
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  local Passive = require "adv.AdvPassive"
  
  local BaseObject = class("BaseObject")
  function BaseObject:ctor(battle)
  	self.battle = battle
  	self.hpMax = 0
  	self.hp = 0
  	self.atk = 0
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  	self.def = 0
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  	self.aType = 0 --攻击类型
  	self.lock = nil
  	self.passives = {} --固有技能
  	self.buffs = {} --buff
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  	self.skillOrder = {} --战斗内技能序列
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  	self.isDead = false
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  end
  --初始化角色
  function BaseObject:initData(data)
  	self.hpMax = data.hpMax or data.hp
  	self.hp = data.hp
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  	--可变化的值
  	self.atk = data.atk
  	self.miss = data.miss
  	self.hit = data.hit
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  	self.def = data.def
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  	--基础值记录
  	self._atk = data._atk or self.atk
  	self._miss = data._miss or self.miss
  	self._hit = data._hit or self.hit
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  	self._def = data._def or self.def
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  	self._hpMax = data._hpMax or self.hpMax
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  end
  -- 角色初始化完以后才是 技能和被动技能  方便初始化 buff 的 释放对象
  function BaseObject:initAfter(data)
  	for _, passive in ipairs(data.passives or {}) do
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  		table.insert(self.passives, Passive.new(self, passive))
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  	end
  	for _, buff in ipairs(data.buffs or {}) do
  		table.insert(self.buffs, Buff.load(self, buff))
  	end
  end
  
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  function BaseObject:reset(data)
  	self.passives = {}
  	self.buffs = {}
  	self:initData(data)
  	self:initAfter(data)
  end
  
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  function BaseObject:afterRound(roundType)
  	if roundType == "passive" then
  		for _, passive in ipairs(self.passives) do
  			passive:afterRound(self)
  		end
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  	elseif roundType == "buffBefore" then
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  		for _, buff in ipairs(self.buffs) do
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  			if buff.buffData.intoEffect == 1 then
  				buff:afterRound()
  			end
  		end
  	elseif roundType == "buffAfter" then
  		for _, buff in ipairs(self.buffs) do
  			if buff.buffData.intoEffect == 0 then
  				buff:afterRound()
  			end
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  		end
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  	end
  end
  
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  function BaseObject:clearRound()
  	for i = #self.passives, 1, -1 do
  		if self.passives[i].isDel then
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  			table.remove(self.passives, i)
  		end
  	end
  	for i = #self.buffs, 1, -1 do
  		if self.buffs[i].isDel then
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  			local buff = self.buffs[i]
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  			table.remove(self.buffs, i)
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  			buff:endBuff()
  			if self.attrChangeCondBuffCheck then
  				self:attrChangeCondBuffCheck(2, buff.id)
  			end
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  		end
  	end
  end
  function BaseObject:clear()
  	self.buffs = {}
  	self.passives = {}
  end
  
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  function BaseObject:addPassive(params)
  	local skillId = params.id
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  	local skillData = csvdb["adv_map_passiveCsv"][skillId]
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  	if not skillData then return end
  	local level = params.level or 1
  	if not skillData[level] then return end
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  	if self:getPassiveById(skillId) then return end -- 被动技不能重复
  
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  	table.insert(self.passives, Passive.new(self, { id = skillId, level = level }))
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  end
  
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  function BaseObject:getPassiveById(bId)
  	for idx, passive in ipairs(self.passives) do
  		if passive.id == bId then
  			return passive
  		end
  	end
  end
  
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  function BaseObject:getPassiveIdx(passive)
  	for idx, passive_ in ipairs(self.passives) do
  		if passive_ == passive then
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  			if passive.passiveData.dispel ~= 1 then
  				return idx
  			end
  			return
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  		end
  	end
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  	return
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  end
  
  function BaseObject:getDisablePassiveCount()
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  	local count
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  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and buff:getType() == Buff.DISABLE_BUFF then
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  			if buff:effect() == 0 then
  				return 0
  			end
  			count = (count or 0) + buff:effect()
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  		end
  	end
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  	return count
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  end
  
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  function BaseObject:addBuff(buffId, releaser)
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  	local buffData = csvdb["adv_map_buffCsv"][buffId]
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  	if not buffData then return end
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and (buff:getType() == Buff.CLEAR_BUFF or buff:getType() == Buff.IMMNUE_BUFF) then
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  			if buff:canEffect(buffId) then
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  				buff:effect()
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  				return
  			end
  		end
  	end
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  	local oldBuff = self:getBuffById(buffId)
  	if oldBuff then
  		if not oldBuff:checkKeep() then return end
  		oldBuff:overlay(releaser, {}) -- 叠加
  	else
  		-- 不能保持的buff 也加不上去
  		if not Buff.checkKeep({
  			owner = self,
  			buffData = buffData,
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  			releaseId = releaser and releaser.monsterId or nil
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  		}) then return end
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  		local buff = Buff.create(self, releaser, {id = buffId})
  		table.insert(self.buffs, buff)
  		buff:createAfter()
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  	end
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  	self:triggerPassive(Passive.GET_BUFF, {trigger = releaser, buffId = buffId})
  	self:triggerPassive(Passive.PLAYER_BUFF_CLASSIFY, {trigger = releaser, classify = buffData.classify})
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  	self:attrChangeCondBuffCheck(2, buffId)
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  	return true
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  end
  
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  function BaseObject:getBuffById(bId)
  	for idx, buff in ipairs(self.buffs) do
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  		if buff.id == bId and not buff:isHide() then
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  			return buff
  		end
  	end
  end
  
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  function BaseObject:delBuffById(bId)
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  	for idx, buff in ipairs(self.buffs) do
  		if buff.id == bId then
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  			table.remove(self.buffs, idx)
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  			buff:endBuff()
  			if self.attrChangeCondBuffCheck then
  				self:attrChangeCondBuffCheck(2, bId)
  			end
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  			return buff
  		end
  	end
  end
  
  function BaseObject:delPassiveById(pId)
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  	for idx, passive in ipairs(self.passives) do
  		if passive.id == pId then
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  			table.remove(self.passives, idx)
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  			return passive
  		end
  	end
  end
  
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  function BaseObject:hadBuff(bType)
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and buff:getType() == bType then
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  			return buff
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  		end
  	end
  end
  
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  function BaseObject:hadBuffById(bId)
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and buff.id == bId then
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  			return buff
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  		end
  	end
  end
  
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  function BaseObject:reSetSpMax()
  end
  
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  -- 通用的buff 效果汇总  -- 0 固定 1百分比  两种分类
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  function BaseObject:getCommonBuffEffect(bType, otherCond)
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  	local effect, count = {[0] = 0, [1] = 0}, 0
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and buff:getType() == bType then
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  			local cType, value, cond = buff:effect()
  			if cType and (not otherCond or otherCond == cond) then
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  				effect[cType] = effect[cType] + value
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  				count = count + 1
  			end
  		end
  	end
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  	effect[1] = effect[1] / 100
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  	return effect, count --效果 和生效的buff 个数
  end
  --伤害反弹
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  function BaseObject:getBackHurtBuff()
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  	local effect = {[0] = 0, [1] = 0}
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and buff:getType() == Buff.BACK_HURT then
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  			local cType, value = buff:effect()  --  aType 0 全部  1 普通攻击
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  			if cType then
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  				effect[cType] = effect[cType] + value
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  			end
  		end
  	end
  	return effect
  end
  
  --释放者伤害变化
  function BaseObject:getHurtChange()
  	local change = self:getCommonBuffEffect(Buff.HURT_CHANGE)
  	return change
  end
  --受伤者受伤变化
  function BaseObject:getInjuredChange()
  	local change = self:getCommonBuffEffect(Buff.INJURED_CHANGE)
  	return change
  end
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  -- 奖励道具变化
  function BaseObject:getRewardChange(itemId)
  	local change = self:getCommonBuffEffect(Buff.ITEM_GET_UP, itemId)
  	return change
  end
  
  -- buff 增益 检疫
  function BaseObject:getBuffEffectChange(classify)
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  	local classifys = classify:toArray(true, " ")
  	local had = {}
  	for _, one in pairs(classifys) do
  		had[one] = 1
  	end
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  	local effect = 0
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and buff:getType() == Buff.Buff_EFFECT_CHANGE then
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  			local cType, value = buff:effect()
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  			if cType and had[cType] then
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  				effect = effect + value
  			end
  		end
  	end
  	effect = effect / 100
  	return effect
  end
  
  function BaseObject:getAttrBuffChange(attr)
  	local AttrBuff = {
  		[Buff.ATTR_CHANGE] = 1,
  		[Buff.ATTR_CHANGE_COND] = 1,
  	}
  	local effect, count = {[0] = 0, [1] = 0}, 0
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and AttrBuff[buff:getType()] then
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  			local cType, value, attrName = buff:effect()
  			if cType and attr == attrName then
  				effect[cType] = effect[cType] + value
  				count = count + 1
  			end
  		end
  	end
  	effect[1] = effect[1] / 100
  	return effect, count
  end
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  --重新计算属性
  function BaseObject:reSetAttr(field)
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  	local old = self[field]
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  	self[field] = self["_" .. field] --重置一下
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  	local effect = self:getAttrBuffChange(field)
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  	self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
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  	local delta = self[field] - old
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  end
  
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  -- 重新计算 血量上限
  function BaseObject:reSetHpMax()
  	self.hpMax = self._hpMax
  	for _, buff in ipairs(self.buffs) do
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  		if not buff:isHide() and buff:getType() == Buff.HP_MAX_CHANGE then
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  			local cv = buff:effect()
  			if cv then
  				self.hpMax = self.hpMax + cv
  			end
  		end
  	end
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  	local effect = self:getAttrBuffChange("hp")
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  	self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1])
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  	self.hpMax = math.ceil(math.max(1, self.hpMax))
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  	self.hp = math.min(self.hpMax, self.hp)
  end
  
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  --计算打出伤害加成后的值 
  function BaseObject:getHurtValue(value)
  	value = value or self.atk
  	local hurtChange = self:getHurtChange()
  	return math.max(0, (value + hurtChange[0]) * (1 + hurtChange[1]))
  end
  --计算自己伤害减免后的值
  function BaseObject:getInjuredValue(value)
  	local injuredChange = self:getInjuredChange()
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  	return math.max(0, (value + injuredChange[0]) * (1 + injuredChange[1]))
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  end
  
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  --最终伤害 = [ (敌方攻击 - 己方防御) * (1+伤害增加百分比-伤害减少百分比)*(1+受伤增加百分比-受伤减少百分比)+(伤害增加固定值-伤害增加固定值+受伤增加固定值-受伤增加固定值)]*(1+侍宠百分比)-侍宠固定值
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  -- params   -- hurtType  1 普攻伤害  2 buff伤害  3 反弹伤害  4 真实伤害  5 客户端发回来的伤害  --直接作用 6 buff伤害(真实)
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  --进入这个方法之前计算好释放者加成的伤害
  function BaseObject:hurt(value, releaser, params)
  	params = params or {}
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
348
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  	if params.hurtType and (params.hurtType == 2 or params.hurtType == 6) then
  		self:triggerPassive(Passive.SELF_HURT, {trigger = releaser, buffId = params.buffId})
02c4de8d   zhouahaihai   增加 固有技
351
  		for _, team in ipairs(self:getTeam(1, true)) do
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
352
  			team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser, buffId = params.buffId})
02c4de8d   zhouahaihai   增加 固有技
353
  		end
46fac6f1   zhouahaihai   酱料
354
  	end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
355
  
6df85179   zhouhaihai   伤害计算
356
  	if params.hurtType ~= 5 then
294408d9   zhouhaihai   伤害错误
357
  		if params.hurtType ~= 6 and params.hurtType ~= 4 then
6df85179   zhouhaihai   伤害计算
358
  			value = math.max(0, value - self.def)
46fac6f1   zhouahaihai   酱料
359
  		end
6df85179   zhouhaihai   伤害计算
360
  		value = self:getInjuredValue(value) --减伤计算
12f7b52c   zhouhaihai   冒险战斗
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  		if value == 0 then return end
  
  		-- 舍身和恃宠
  		local team = self:getTeam(1)
  		local transfer = {}
  		local absorb = {}
  		for _, one in ipairs(team) do
  			local change1, count1 = one:getCommonBuffEffect(Buff.INJURED_CHANGE)
  			local change2, count2 = one:getCommonBuffEffect(Buff.HURT_ABSORB)
  			if count1 > 0 then
  				table.insert(transfer, {one, change1, count1})
  			end
  			if count2 > 0 then
  				table.insert(absorb, {one, change2, count2})
  			end
46fac6f1   zhouahaihai   酱料
376
  		end
12f7b52c   zhouhaihai   冒险战斗
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  		if #absorb == 1 then --舍身优先级高  --舍身生效
  			if absorb[1][1] ~= self then --舍身的人不是自己才有效
  				local absorbV = (value - absorb[1][2][0]) * absorb[1][2][1] + absorb[1][2][0]  --固定值先生效
  				value = value - absorbV
  				absorb[1][1]:hurt(absorbV, releaser, params)
  			end
  		else
  			if #transfer == 1 and transfer[1][1] == self and #team > 1 then --侍宠 生效  
  				local transferValue = (value - transfer[1][2][0])* transfer[1][2][1] + transfer[1][2][0] --固定值先生效
  				value = value - transferValue
  				local oneValue = transferValue / (#team - 1)
  				for _, one in ipairs(team) do
  					if one ~= self then
  						one:hurt(oneValue, releaser, params)
  					end
46fac6f1   zhouahaihai   酱料
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  				end
  			end
  		end
  	end
  
e10edb5f   zhouahaihai   冒险事件新
397
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
398
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  	if value == 0 then return end
  	-- 反弹伤害
12f7b52c   zhouhaihai   冒险战斗
400
  	if params.hurtType ~= 3 and params.hurtType ~= 5 and releaser and not releaser.isDead then
ccbafe67   zhouhaihai   冒险神器和buff
401
  		local backEffect = self:getBackHurtBuff()
46fac6f1   zhouahaihai   酱料
402
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  		local backValue = math.max(0, value * backEffect[1] + backEffect[0])
  		releaser:hurt(backValue, releaser, {hurtType = 3})
  	end
  
  	--受伤了~
d232676a   zhouhaihai   功能解锁 冒险返回
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  	if self:is("Player") and params.hurtType ~= 5 then
  		self.battle.adv:pushBackEvent(AdvBackEventType.HpChange, {change = -value})
  	end
  
d27a2b20   zhouhaihai   怪受伤 更新地块
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  	if params.hurtType ~= 5 then -- 非客户端发回的伤害  返回更新地块
  		if self.roomId and self.blockId then
  			self.battle.adv:backBlockChange(self.roomId, self.blockId)
  		end
  	end
46fac6f1   zhouahaihai   酱料
416
  	self.hp = math.max(0, self.hp - value)
b0fe1817   zhouahaihai   冒险分数
417
  
46fac6f1   zhouahaihai   酱料
418
  	if self.hp == 0 then
02c4de8d   zhouahaihai   增加 固有技
419
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  		self:triggerPassive(Passive.SELF_DEAD)
  		for _, team in ipairs(self:getTeam(1, true)) do
6826fdf6   zhouhaihai   被动触发
421
  			team:triggerPassive(Passive.TEAM_DEAD, {trigger = self})
02c4de8d   zhouahaihai   增加 固有技
422
423
  		end
  
53e8037e   zhouhaihai   任务
424
  		if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
b176d7d3   zhouhaihai   冒险成就
425
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  			self.battle.adv:checkAchievement(self.battle.adv.AchievType.KillByBuff, 1, params.buffId)
  		end
d95bc647   zhouhaihai   冒险被动技
427
  		self.isDead = true
1e789624   zhouhaihai   新的 buff 效果
428
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  		if self:is("Enemy") then
  			self.battle.player:attrChangeCondBuffCheck(3, self:getClassify())
  			for _, monster in pairs(self.battle.player:getTeam(2)) do
  				monster:attrChangeCondBuffCheck(3, self:getClassify())
  			end
  		end
46fac6f1   zhouahaihai   酱料
434
  	end
02c4de8d   zhouahaihai   增加 固有技
435
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  	self:triggerPassive(Passive.HURT_PERCENT_SELF, {value = value / self.hpMax})
  	for _, team in ipairs(self:getTeam(1, true)) do
  		team:triggerPassive(Passive.HURT_PERCENT_TEAM, {value = value / self.hpMax})
  	end
46fac6f1   zhouahaihai   酱料
439
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  end
  --恢复
  function BaseObject:recover(value, releaser, params)
  	params = params or {}
e10edb5f   zhouahaihai   冒险事件新
443
  	value = math.max(0, math.ceil(value))
4500c9b8   zhouhaihai   满了不飘字
444
  	local old = self.hp
46fac6f1   zhouahaihai   酱料
445
  	self.hp = math.min(self.hpMax, self.hp + value)
4500c9b8   zhouhaihai   满了不飘字
446
  	local change = self.hp - old
59acc11e   zhouhaihai   赛季更新
447
  	if self:is("Player") then
4500c9b8   zhouhaihai   满了不飘字
448
449
450
  		if change > 0 then
  			self.battle.adv:pushBackEvent(AdvBackEventType.HpChange, {change = value})
  		end
59acc11e   zhouhaihai   赛季更新
451
  	end
46fac6f1   zhouahaihai   酱料
452
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  end
  
42f2d1d3   suhongyang   战斗内技能序列逻辑
454
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  function BaseObject:addSpecialSkill(skillId, skillLevel, target)
  	local skillData = {id = skillId, level = skillLevel, target = target}
  	table.insert(self.skillOrder, skillData)
  end
  
d27ad5e0   suhongyang   使用营养技
459
  function BaseObject:releaseSkill(skillId, target)
36c30c5c   zhouahaihai   冒险
460
  	if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
d27ad5e0   suhongyang   使用营养技
461
  	local skill = Skill.new(self, {id = skillId, target = target})
36c30c5c   zhouahaihai   冒险
462
  	--返回客户端
1b8336a6   suhongyang   skill逻辑与player分开
463
  	for _, target in ipairs(skill:getTargets()) do
81032a9c   zhouhaihai   抽奖
464
  		self.battle.adv:backSkill(self.monsterId, skillId, target.id)
36c30c5c   zhouahaihai   冒险
465
  	end
1b8336a6   suhongyang   skill逻辑与player分开
466
  	skill:doEffect()
02c4de8d   zhouahaihai   增加 固有技
467
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  	for _, team in ipairs(self:getTeam(2)) do
  		team:triggerPassive(Passive.TARGET_SKILL)
  	end
  	for _, team in ipairs(self:getTeam(1, true)) do
  		team:triggerPassive(Passive.TEAM_SKILL)
  	end
46fac6f1   zhouahaihai   酱料
473
474
475
  end
  
  --0 全部  1 我方  2 敌方
53e8037e   zhouhaihai   任务
476
  function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
477
  	mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
46fac6f1   zhouahaihai   酱料
478
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  	nType = nType or 0
  	local team = {}
  	local function addPlayer()
  		if not noSelf or self.battle.player ~= self then
  			if not self.battle.player.isDead then
  				table.insert(team, self.battle.player)
  			end
  		end
  	end
  	local function addEnemy()
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
488
  		for _, enemy in pairs(self.battle.enemys[mapIdx]) do
46fac6f1   zhouahaihai   酱料
489
  			if not noSelf or enemy ~= self then 
53e8037e   zhouhaihai   任务
490
  				if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
46fac6f1   zhouahaihai   酱料
491
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  					table.insert(team, enemy)
  				end
  			end
  		end
  	end
  	if nType == 0 then
  		addPlayer()
  		addEnemy()
  	elseif nType == 1 then
b594a026   suhongyang   Fix bug
500
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
501
502
503
504
505
  			addPlayer()
  		else
  			addEnemy()
  		end
  	elseif nType == 2 then
b594a026   suhongyang   Fix bug
506
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
507
508
509
510
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  			addEnemy()
  		else
  			addPlayer()
  		end
  	end
  	return team
  end
  
1e789624   zhouhaihai   新的 buff 效果
515
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  function BaseObject:attrChangeCondBuffCheck(etype, cond)
  	local effect = {}
  	if etype == 3 then
  		if type(cond) ~= "string" then
  			return
  		end
  		local temp = cond:toArray(true, " ")
  		cond = {}
  		for _, one in pairs(temp) do
  			cond[one] = 1
  		end
  	elseif etype == 4 then
  		if not cond then
  			cond = {}
  		end
  		if type(cond) == "number" then
  			cond = {[cond] = 1}
  		end
  	end
  	for _, buff in ipairs(self.buffs) do
  		if not buff:isHide() and (buff:getType() == Buff.ATTR_CHANGE_COND) then
  			local _et, _attr, _co = buff:getEffectBy()
  			if etype == _et then
  				if etype == 3 or etype == 4 then
  					if cond[_co] then
  						effect[_attr] = 1
  					end
  				else
  					if (not _co or _co == cond) then
  						effect[_attr] = 1
  					end
  				end
  			end
  		end
  	end
  	for attrName, _ in pairs(effect) do
  		if attrName == "hp" then
  			self:reSetHpMax()
  		else
  			self:reSetAttr(attrName)
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
559
560
  function BaseObject:getDB()
  	local db = {}
46fac6f1   zhouahaihai   酱料
561
  	db.hp = self.hp
ccbafe67   zhouhaihai   冒险神器和buff
562
  	local baseAttr = {"atk", "miss", "hit", "def", "hpMax"}
46fac6f1   zhouahaihai   酱料
563
564
565
566
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568
569
570
  	for _, field in pairs(baseAttr) do
  		db[field] = self[field]
  		db["_"..field] = self["_" .. field]
  	end
  	db.passives = {}
  	for _, passive in ipairs(self.passives) do
  		table.insert(db.passives, passive:getDB())
  	end
4ae223df   zhouahaihai   Buff bug
571
  	db.buffs = {}
46fac6f1   zhouahaihai   酱料
572
573
574
575
576
577
578
  	for _, buff in ipairs(self.buffs) do
  		table.insert(db.buffs, buff:getDB())
  	end
  	return db
  end
  
  function BaseObject:triggerPassive(condType, params)
02c4de8d   zhouahaihai   增加 固有技
579
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581
582
  	if self.isDead then return end
  	for _, passive in ipairs(self.passives) do
  		passive:trigger(condType, params) --检查触发
  	end
46fac6f1   zhouahaihai   酱料
583
584
  end
  
3b0526d2   zhouhaihai   冒险demo
585
586
587
  function BaseObject:changeSp()
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
588
589
590
591
  function BaseObject:is(what)
  	return self["is" .. what] and self["is" .. what](self)
  end
  
46fac6f1   zhouahaihai   酱料
592
  local Enemy = class("Enemy", BaseObject)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
593
  function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy, mapIdx)
46fac6f1   zhouahaihai   酱料
594
  	Enemy.super.ctor(self, battle)
36c30c5c   zhouahaihai   冒险
595
596
  	self.id = mId
  	self.monsterId = monsterId  --数据id
46fac6f1   zhouahaihai   酱料
597
598
599
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
600
  	self.mapIdx = mapIdx
46fac6f1   zhouahaihai   酱料
601
602
  	self:initData(enemy)
  end
a0834e49   zhouhaihai   增加潜行 功能
603
  function Enemy:unlock()
46fac6f1   zhouahaihai   酱料
604
605
606
  	self.lock = nil
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
607
608
609
610
  function Enemy:isEnemy()
  	return true
  end
  
b6a2b78b   zhouhaihai   冒险 buff 类型 34 35
611
612
613
614
615
616
617
618
  function Enemy:getObstacle()
  	local obstacle = csvdb["event_monsterCsv"][self.monsterId].obstacle
  	if obstacle == 0 and self:hadBuff(Buff.OBSTACLE_CHANGE) then
  		obstacle = 1
  	end
  	return obstacle
  end
  
1e789624   zhouhaihai   新的 buff 效果
619
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621
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623
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628
  function Enemy:isClassify(check)
  	local classify = self:getClassify()
  	return classify and classify:sismember(check, " ")
  end
  
  function Enemy:getClassify()
  	return csvdb["event_monsterCsv"][self.monsterId].classify
  end
  
  
7b2dc17c   zhouhaihai   地图 层 buff passive
629
630
631
632
  function Enemy:kill()
  	self:hurt(self.hp, self.battle.player, {hurtType = 5})
  end
  
46fac6f1   zhouahaihai   酱料
633
634
635
636
637
638
  local Player = class("Player", BaseObject)
  function Player:ctor(battle, data)
  	Player.super.ctor(self, battle)
  	self:initData(data)
  end
  
b53593b5   zhouhaihai   羁绊加成
639
640
  function Player:initData(data)
  	Player.super.initData(self, data)
a95b35ce   zhouhaihai   删除等级
641
  	-- self.level = data.level or 1  --level 每增加1级  属性增长 growth * baseAttr
ccbafe67   zhouhaihai   冒险神器和buff
642
  	self.growth = data.growth
a95b35ce   zhouhaihai   删除等级
643
  	-- self.exp = data.exp or 0
3b0526d2   zhouhaihai   冒险demo
644
  	self.sp = data.sp or 100
ccbafe67   zhouhaihai   冒险神器和buff
645
646
  	self.spMax = data.spMax or 100
  	self._spMax = data._spMax or 100
b53593b5   zhouhaihai   羁绊加成
647
648
  end
  
a95b35ce   zhouhaihai   删除等级
649
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678
  -- function Player:addExp(value)
  -- 	-- buff 经验加成
  -- 	local up = self:getCommonBuffEffect(Buff.EXP_UP)
  -- 	value = math.ceil((value + up[0]) * (1 + up[1]))
  
  -- 	if value <= 0 then return end
  -- 	local newExp = self.exp + value
  -- 	local level = self.level
  -- 	if level >= #csvdb["adv_levelCsv"] then return end
  -- 	while true do
  -- 		local curData = csvdb["adv_levelCsv"][level]
  -- 		if newExp < curData.exp then break end
  -- 		level = level + 1
  -- 		newExp = newExp - curData.exp
  -- 		if level >= #csvdb["adv_levelCsv"] then break end
  -- 	end
  -- 	local delta = level - self.level
  
  -- 	self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
  
  -- 	if delta > 0 then
  -- 		for attr, _ in pairs(AdvAttsEnum) do
  -- 			self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
  -- 		end
  -- 		self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
  -- 	end
  -- 	self.level = level
  -- 	self.exp = newExp
  -- 	return value
  -- end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
679
  --vtype 0/1 值/%
d232676a   zhouhaihai   功能解锁 冒险返回
680
  function Player:addBaseAttr(attr, value, vtype, ignoreBack)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
681
682
683
  	local attrName = attr
  	if attr == "hp" then
  		attrName = "hpMax"
e1679483   zhouhaihai   bug
684
  	elseif attr == "sp" then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
685
686
687
688
689
690
691
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704
  		attrName = "spMax"
  	end
  	local baseName = "_" .. attrName
  	if not self[baseName] then return end
  	local oldV = self[baseName]
  
  	local change = value
  	if vtype == 1 then
  		change = oldV * value / 100
  	end
  	self[baseName] = self[baseName] + change
  	if attr == "hp" then
  		self.hp = self.hp + change
  		self:reSetHpMax()
  	elseif attr == "sp" then
  		self.sp = self.sp + change
  		self:reSetSpMax()
  	else
  		self:reSetAttr(attr)
  	end
d232676a   zhouhaihai   功能解锁 冒险返回
705
706
707
708
  
  	if not ignoreBack then
  		self.battle.adv:pushBackEvent(AdvBackEventType.BaseAttrChange, {type = AdvAttsEnum[attr] or 0, change = change})
  	end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
709
  end
b53593b5   zhouhaihai   羁绊加成
710
  
3b0526d2   zhouhaihai   冒险demo
711
712
  --cType 0 or nil  值  1 百分比
  function Player:changeSp(value, cType)
85ded242   zhouhaihai   丰富返回事件
713
  	local oldSp = self.sp
3b0526d2   zhouhaihai   冒险demo
714
  	cType = cType or 0
cac28f5f   zhouhaihai   魔力改变
715
  	local change = 0
3b0526d2   zhouhaihai   冒险demo
716
  	if cType == 0 then
cac28f5f   zhouhaihai   魔力改变
717
  		change = value
3b0526d2   zhouhaihai   冒险demo
718
  	elseif cType == 1 then
cac28f5f   zhouhaihai   魔力改变
719
  		change = self.sp * value / 100
3b0526d2   zhouhaihai   冒险demo
720
  	end
6c012309   zhouhaihai   sp 满了不加
721
  	local old = self.sp
cac28f5f   zhouhaihai   魔力改变
722
  	self.sp = math.floor(math.min(self.spMax, math.max(0, self.sp + change)))
6c012309   zhouhaihai   sp 满了不加
723
  	change = self.sp - old
cac28f5f   zhouhaihai   魔力改变
724
725
  	if change ~= 0 then
  		self.battle.adv:pushBackEvent(AdvBackEventType.SpChange, {change = math.floor(change)})
81032a9c   zhouhaihai   抽奖
726
  	end
3b0526d2   zhouhaihai   冒险demo
727
728
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
729
  -- 重新计算 魔法上限
3df73a9e   zhouhaihai   复兴奖励
730
  function Player:reSetSpMax()
ccbafe67   zhouhaihai   冒险神器和buff
731
732
733
734
735
736
737
  	self.spMax = self._spMax
  	local change = self:getCommonBuffEffect(Buff.SP_MAX_CHANGE)
  	self.spMax = math.ceil((self.spMax + change[0]) * (1 + change[1]))
  	self.spMax = math.max(1, self.spMax)
  	self.sp = math.min(self.spMax, self.sp)
  end
  
e90b4d20   zhouhaihai   战斗buff
738
739
740
  --战斗结束了扣战斗buff次数
  function Player:effectBattleBuff()
  	for _, buff in ipairs(self.buffs) do
9c8e9482   zhouhaihai   buff 被动 限定地图
741
  		if not buff:isHide() and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
e90b4d20   zhouhaihai   战斗buff
742
  			buff:effect()
53ce7853   zhouhaihai   队长技能 不失效
743
  			if not buff.buffData.classify:sismember(7, " ") and not buff.buffData.classify:sismember(8, " ") then -- 神器buff 不会清除 队长技
f927f229   zhouhaihai   增加神器标签
744
745
  				buff:uncover()
  			end
e90b4d20   zhouhaihai   战斗buff
746
747
748
  		end
  	end
  end
3b0526d2   zhouhaihai   冒险demo
749
  
596ac19f   zhouhaihai   buff
750
  function Player:afterLayer()
7b2dc17c   zhouhaihai   地图 层 buff passive
751
752
753
754
755
  	for _, passive in ipairs(self.passives) do
  		if not passive.isDel then
  			passive:afterLayer()
  		end
  	end
596ac19f   zhouhaihai   buff
756
757
758
759
760
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel then
  			buff:afterLayer()
  		end
  	end	
7b2dc17c   zhouhaihai   地图 层 buff passive
761
762
  
  	self:clearRound()
596ac19f   zhouhaihai   buff
763
764
  end
  
e852b350   zhouhaihai   冒险成就类型增加
765
  function Player:addBuff(buffId, releaser)
c5d9338f   zhouhaihai   通用方法 异常
766
767
  	local status = Player.super.addBuff(self, buffId, releaser)
  	if  status then
c5d9338f   zhouhaihai   通用方法 异常
768
  		self.battle.adv:checkAchievement(self.battle.adv.AchievType.GetBuff, 1, buffId)
d232676a   zhouhaihai   功能解锁 冒险返回
769
  		self.battle.adv:pushBackEvent(AdvBackEventType.Buff, {buffId = buffId})
ead2c938   zhouhaihai   被动新
770
  		self.battle:triggerPassive(Passive.PLAYER_BUFF, {buffId = buffId})
987d660e   zhouhaihai   advBuff 闪屏警告
771
772
773
774
  		local buffData = csvdb["adv_map_buffCsv"][buffId]
  		if buffData and buffData.show:sismember(1, " ") then
  			self.battle.adv:pushBackEvent(AdvBackEventType.BuffEffect, {etype = 1})
  		end
c5d9338f   zhouhaihai   通用方法 异常
775
776
  	end
  	return status
e852b350   zhouhaihai   冒险成就类型增加
777
778
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
779
780
781
782
  function Player:isPlayer()
  	return true
  end
  
b53593b5   zhouhaihai   羁绊加成
783
784
  function Player:getDB()
  	local db = Player.super.getDB(self)
a95b35ce   zhouhaihai   删除等级
785
786
  	-- for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
  	for _ , field in pairs({"level", "growth", "sp", "spMax"}) do
b53593b5   zhouhaihai   羁绊加成
787
788
  		db[field] = self[field]
  	end
ccbafe67   zhouhaihai   冒险神器和buff
789
  	db["_spMax"] = self._spMax
b53593b5   zhouhaihai   羁绊加成
790
791
792
  	return db
  end
  
9687f887   zhouhaihai   建筑被动
793
794
795
796
797
798
  -- 建筑 拥有被动技  
  local Build = class("Build", BaseObject)
  
  function Build:ctor(battle, id, roomId, blockId, lock, build, mapIdx)
  	Enemy.super.ctor(self, battle)
  	self.id = id
9687f887   zhouhaihai   建筑被动
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
  	self.mapIdx = mapIdx
  	self:initData(build)
  end
  
  function Build:initData(data)
  end
  
  function Build:addBuff(buffId, releaser)
  end
  
  function Build:hurt()
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
815
816
817
  function Build:isBuild()
  	return true
  end
9687f887   zhouhaihai   建筑被动
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
  --0 全部  1 怪物  2 玩家  
  function Build:getTeam(nType, noSelf, mapIdx, includeLock)
  	noSelf = false  -- 不管怎么都取不到自己
  	mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
  	nType = nType or 0
  	local team = {}
  	local function addPlayer()
  		if not noSelf or self.battle.player ~= self then
  			if not self.battle.player.isDead then
  				table.insert(team, self.battle.player)
  			end
  		end
  	end
  	local function addEnemy()
  		for _, enemy in pairs(self.battle.enemys[mapIdx]) do
  			if not noSelf or enemy ~= self then 
  				if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
  					table.insert(team, enemy)
  				end
  			end
  		end
  	end
  	if nType == 0 then
  		addPlayer()
  		addEnemy()
  	elseif nType == 1 then
  		addEnemy()
  	elseif nType == 2 then
  		addPlayer()
  	end
  	return team
  end
26aeaf48   zhouhaihai   bug
850
  function Build:unlock()
9687f887   zhouhaihai   建筑被动
851
852
853
  	self.lock = nil
  end
  
26aeaf48   zhouhaihai   bug
854
  function Build:getDB()
9687f887   zhouhaihai   建筑被动
855
856
857
858
859
860
861
  	local db = {}
  	db.passives = {}
  	for _, passive in ipairs(self.passives) do
  		table.insert(db.passives, passive:getDB())
  	end
  	return db
  end
3b0526d2   zhouhaihai   冒险demo
862
863
  
  
26aeaf48   zhouhaihai   bug
864
  return table.pack(Player, Enemy, Build)