46fac6f1
zhouahaihai
酱料
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-- 角色
local Buff = require "adv.AdvBuff"
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suhongyang
skill逻辑与player分开
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local Skill = require "adv.AdvSkill"
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酱料
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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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冒险增加防御属性
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self.def = 0
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酱料
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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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suhongyang
战斗内技能序列逻辑
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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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冒险神器和buff
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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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冒险
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table.insert(self.passives, Passive.new(self, passive))
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酱料
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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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冒险战斗数据打完以前不存储
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function BaseObject:reset(data)
self.passives = {}
self.buffs = {}
self:initData(data)
self:initAfter(data)
end
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优化 gm advt 增加感知b...
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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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buff 回合问题
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elseif roundType == "buffBefore" then
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优化 gm advt 增加感知b...
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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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优化 gm advt 增加感知b...
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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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动态改变 一些buff
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local buff = self.buffs[i]
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table.remove(self.buffs, i)
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动态改变 一些buff
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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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new passives effect
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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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地图 层 buff passive
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if self:getPassiveById(skillId) then return end -- 被动技不能重复
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new passives effect
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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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zhouhaihai
营养剂
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function BaseObject:getPassiveIdx(passive)
for idx, passive_ in ipairs(self.passives) do
if passive_ == passive then
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被动 取消
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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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zhouhaihai
掉落反馈
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local count
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营养剂
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for _, buff in ipairs(self.buffs) do
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buff 被动 限定地图
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if not buff:isHide() and buff:getType() == Buff.DISABLE_BUFF then
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zhouhaihai
掉落反馈
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if buff:effect() == 0 then
return 0
end
count = (count or 0) + buff:effect()
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zhouhaihai
营养剂
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end
end
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zhouhaihai
掉落反馈
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return count
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营养剂
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end
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zhouahaihai
酱料
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function BaseObject:addBuff(buffId, releaser)
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zhouhaihai
冒险demo
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local buffData = csvdb["adv_map_buffCsv"][buffId]
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酱料
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if not buffData then return end
for _, buff in ipairs(self.buffs) do
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buff 被动 限定地图
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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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冒险神器和buff
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if buff:canEffect(buffId) then
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suhongyang
Buff逻辑完善,buff生效次数...
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buff:effect()
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return
end
end
end
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冒险神器和buff
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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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zhouhaihai
冒险 bug
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releaseId = releaser and releaser.monsterId or nil
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冒险神器和buff
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}) then return end
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动态改变 一些buff
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local buff = Buff.create(self, releaser, {id = buffId})
table.insert(self.buffs, buff)
buff:createAfter()
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冒险神器和buff
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end
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zhouhaihai
被动
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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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zhouhaihai
新的 buff 效果
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self:attrChangeCondBuffCheck(2, buffId)
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zhouhaihai
通用方法 异常
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return true
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酱料
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end
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冒险神器和buff
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function BaseObject:getBuffById(bId)
for idx, buff in ipairs(self.buffs) do
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9c8e9482
zhouhaihai
buff 被动 限定地图
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if buff.id == bId and not buff:isHide() then
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冒险神器和buff
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return buff
end
end
end
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zhouhaihai
神器效果
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function BaseObject:delBuffById(bId)
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冒险神器和buff
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for idx, buff in ipairs(self.buffs) do
if buff.id == bId then
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冒险神器和buff
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table.remove(self.buffs, idx)
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zhouhaihai
动态改变 一些buff
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buff:endBuff()
if self.attrChangeCondBuffCheck then
self:attrChangeCondBuffCheck(2, bId)
end
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916096ed
zhouhaihai
神器效果
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return buff
end
end
end
function BaseObject:delPassiveById(pId)
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ccbafe67
zhouhaihai
冒险神器和buff
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for idx, passive in ipairs(self.passives) do
if passive.id == pId then
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冒险神器和buff
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table.remove(self.passives, idx)
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zhouhaihai
神器效果
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return passive
end
end
end
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酱料
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function BaseObject:hadBuff(bType)
for _, buff in ipairs(self.buffs) do
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buff 被动 限定地图
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if not buff:isHide() and buff:getType() == bType then
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zhouhaihai
冒险 连续选择点 和 地图因子
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return buff
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酱料
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end
end
end
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passive的筛选
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function BaseObject:hadBuffById(bId)
for _, buff in ipairs(self.buffs) do
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9c8e9482
zhouhaihai
buff 被动 限定地图
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if not buff:isHide() and buff.id == bId then
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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return buff
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suhongyang
passive的筛选
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end
end
end
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84c2734c
zhouhaihai
怪物增加 spset
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function BaseObject:reSetSpMax()
end
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916096ed
zhouhaihai
神器效果
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46fac6f1
zhouahaihai
酱料
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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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冒险神器和buff
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function BaseObject:getCommonBuffEffect(bType, otherCond)
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zhouahaihai
酱料
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local effect, count = {[0] = 0, [1] = 0}, 0
for _, buff in ipairs(self.buffs) do
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9c8e9482
zhouhaihai
buff 被动 限定地图
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if not buff:isHide() and buff:getType() == bType then
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ccbafe67
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冒险神器和buff
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local cType, value, cond = buff:effect()
if cType and (not otherCond or otherCond == cond) then
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Buff bug
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effect[cType] = effect[cType] + value
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count = count + 1
end
end
end
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zhouahaihai
Buff bug
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effect[1] = effect[1] / 100
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46fac6f1
zhouahaihai
酱料
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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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ccbafe67
zhouhaihai
冒险神器和buff
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238
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function BaseObject:getBackHurtBuff()
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46fac6f1
zhouahaihai
酱料
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local effect = {[0] = 0, [1] = 0}
for _, buff in ipairs(self.buffs) do
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9c8e9482
zhouhaihai
buff 被动 限定地图
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if not buff:isHide() and buff:getType() == Buff.BACK_HURT then
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ccbafe67
zhouhaihai
冒险神器和buff
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242
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local cType, value = buff:effect() -- aType 0 全部 1 普通攻击
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46fac6f1
zhouahaihai
酱料
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if cType then
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ccbafe67
zhouhaihai
冒险神器和buff
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effect[cType] = effect[cType] + value
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酱料
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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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ccbafe67
zhouhaihai
冒险神器和buff
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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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d3da3368
zhouhaihai
冒险地图被动技, buff 神器
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269
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273
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local classifys = classify:toArray(true, " ")
local had = {}
for _, one in pairs(classifys) do
had[one] = 1
end
|
ccbafe67
zhouhaihai
冒险神器和buff
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275
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local effect = 0
for _, buff in ipairs(self.buffs) do
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9c8e9482
zhouhaihai
buff 被动 限定地图
|
276
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if not buff:isHide() and buff:getType() == Buff.Buff_EFFECT_CHANGE then
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ccbafe67
zhouhaihai
冒险神器和buff
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277
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local cType, value = buff:effect()
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d3da3368
zhouhaihai
冒险地图被动技, buff 神器
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278
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if cType and had[cType] then
|
ccbafe67
zhouhaihai
冒险神器和buff
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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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9c8e9482
zhouhaihai
buff 被动 限定地图
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294
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if not buff:isHide() and AttrBuff[buff:getType()] then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
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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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46fac6f1
zhouahaihai
酱料
|
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--重新计算属性
function BaseObject:reSetAttr(field)
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36c30c5c
zhouahaihai
冒险
|
307
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local old = self[field]
|
46fac6f1
zhouahaihai
酱料
|
308
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self[field] = self["_" .. field] --重置一下
|
ccbafe67
zhouhaihai
冒险神器和buff
|
309
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local effect = self:getAttrBuffChange(field)
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e10edb5f
zhouahaihai
冒险事件新
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self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
|
36c30c5c
zhouahaihai
冒险
|
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local delta = self[field] - old
|
46fac6f1
zhouahaihai
酱料
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end
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ccbafe67
zhouhaihai
冒险神器和buff
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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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9c8e9482
zhouhaihai
buff 被动 限定地图
|
318
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if not buff:isHide() and buff:getType() == Buff.HP_MAX_CHANGE then
|
ccbafe67
zhouhaihai
冒险神器和buff
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local cv = buff:effect()
if cv then
self.hpMax = self.hpMax + cv
end
end
end
|
98761edc
zhouhaihai
buff 补充
|
325
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local effect = self:getAttrBuffChange("hp")
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
326
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self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1])
|
98761edc
zhouhaihai
buff 补充
|
327
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self.hpMax = math.ceil(math.max(1, self.hpMax))
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ccbafe67
zhouhaihai
冒险神器和buff
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self.hp = math.min(self.hpMax, self.hp)
end
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46fac6f1
zhouahaihai
酱料
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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()
|
6df85179
zhouhaihai
伤害计算
|
340
|
return math.max(0, (value + injuredChange[0]) * (1 + injuredChange[1]))
|
46fac6f1
zhouahaihai
酱料
|
341
342
|
end
|
ae9a74b5
suhongyang
返回miss,快速战斗逻辑
|
343
|
--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
|
53e8037e
zhouhaihai
任务
|
344
|
-- 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)
|
46fac6f1
zhouahaihai
酱料
|
345
346
347
|
--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
349
350
|
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
|
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
|
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
|
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
|
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
|
392
393
394
395
396
|
end
end
end
end
|
e10edb5f
zhouahaihai
冒险事件新
|
397
|
value = math.max(0, math.ceil(value))
|
46fac6f1
zhouahaihai
酱料
|
398
399
|
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
403
404
405
406
|
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
|
407
408
409
410
|
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
|
411
412
413
414
415
|
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
420
|
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
426
|
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
429
430
431
432
433
|
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
436
437
438
|
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
440
441
442
|
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
453
|
end
|
42f2d1d3
suhongyang
战斗内技能序列逻辑
|
454
455
456
457
458
|
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
468
469
470
471
472
|
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
479
480
481
482
483
484
485
486
487
|
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
492
493
494
495
496
497
498
499
|
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
511
512
513
514
|
addEnemy()
else
addPlayer()
end
end
return team
end
|
1e789624
zhouhaihai
新的 buff 效果
|
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
|
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
567
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
580
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
620
621
622
623
624
625
626
627
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
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
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
692
693
694
695
696
697
698
699
700
701
702
703
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)
|