36c30c5c
zhouahaihai
冒险
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local Player, Enemy = table.unpack(require "adv.advPlayer")
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46fac6f1
zhouahaihai
酱料
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local Buff = require "adv.AdvBuff"
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32bca13b
zhouahaihai
bug
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local Passive = require "adv.AdvPassive"
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36c30c5c
zhouahaihai
冒险
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local Battle = class("Battle")
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zhouahaihai
酱料
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function Battle:ctor(adv)
self.adv = adv
self.player = nil --玩家
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zhouahaihai
增加 固有技
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self.isNewPlayer = false
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39a6e08b
suhongyang
冒险战斗内逻辑调整
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self.battleEnemyId = nil
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self.enemys = {} --怪
self:initPlayer()
self:initEnemys()
self:initAfter()
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if self.isNewPlayer then
self.player:triggerPassive(Passive.BORN_ONCE)
end
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end
function Battle:initAfter()
self.player:initAfter(self.adv.advTeam.player)
for _, enemy in pairs(self.enemys) do
enemy:initAfter(self.adv.rooms[enemy.roomId].blocks[enemy.blockId].event.enemy)
end
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suhongyang
冒险战斗内逻辑调整
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self.battleEnemyId = self.adv.advTeam.enemyId
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end
function Battle:initPlayer()
if not next(self.adv.advTeam.heros) then return end
if not self.adv.advTeam.player then
local hp = 0
local player = {}
player.passives = {}
for slot, heroId in pairs(self.adv.advTeam.heros) do
if self.adv.owner.heros[heroId] then
hp = hp + self.adv.owner.heros[heroId]:getProperty("battleV")
local advSkillId = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getSkinId()]["adv"]
if advSkillId > 1000 then
table.insert(player.passives, {id = advSkillId, level = self.adv.owner.heros[heroId]:getSkillLevel(4)})
end
end
end
player.hp = hp
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zhouahaihai
挂机
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player.atk = tonumber(string.format("%0.0f", player.hp * 0.1)) --todo 系数是临时的
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zhouahaihai
冒险增加防御属性
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player.def = 0
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player.miss = 0
player.hit = 100
self.adv.advTeam.player = player
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zhouahaihai
增加 固有技
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self.isNewPlayer = true
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end
self.player = Player.new(self, self.adv.advTeam.player)
end
function Battle:initEnemys()
for _, room in pairs(self.adv.rooms) do
for _, block in pairs(room.blocks) do
self:addEnemy(room, block)
end
end
end
function Battle:addEnemy(room, block)
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
if not block.event.enemy then
local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
local enemy = {}
enemy.hp = enemyCsv.hp + enemyCsv.levelhp * self.adv.advInfo.level
enemy.atk = enemyCsv.atk + enemyCsv.levelatk * self.adv.advInfo.level
enemy.hit = enemyCsv.hit + enemyCsv.levelhit * self.adv.advInfo.level
enemy.miss = enemyCsv.miss + enemyCsv.levelmiss * self.adv.advInfo.level
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冒险增加防御属性
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enemy.def = enemyCsv.def + enemyCsv.leveldef * self.adv.advInfo.level
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enemy.passives = {}
for _, id in ipairs(enemyCsv.passive:toArray(true, "=")) do
table.insert(enemy.passives, {id = id})
end
block.event.enemy = enemy
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zhouahaihai
酱料
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end
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增加 固有技
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local player = Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy)
table.insert(self.enemys, player)
return player
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zhouahaihai
酱料
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end
end
function Battle:getEnemy(roomId, blockId)
for _, enemy in ipairs(self.enemys) do
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zhouahaihai
冒险
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if enemy.roomId == roomId and enemy.blockId == blockId then
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return enemy
end
end
end
function Battle:getEnemyById(id)
for _, enemy in ipairs(self.enemys) do
if enemy.id == id then
return enemy
end
end
end
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suhongyang
冒险战斗内逻辑调整
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function Battle:getRBByEnemyId(enemyId)
local enemy = self:getEnemyById(enemyId)
return enemy.roomId, enemy.blockId
end
function Battle:isBattleEnd()
if not self.battleEnemyId then
return true
end
end
--战斗开始
function Battle:battleBegin(roomId, blockId)
if self.battleEnemyId then
self.battleEnemyId = nil
-- TODO 清理上次战斗遗留数据
end
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酱料
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local enemy = self:getEnemy(roomId, blockId)
if enemy then
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suhongyang
冒险战斗内逻辑调整
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self.battleEnemyId = enemy.id
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suhongyang
冒险战斗完善,增加battlebe...
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self.player:battleBegin()
enemy:battleBegin()
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self:doBattleTurn()
end
end
-- 战斗内一回合
function Battle:doBattleTurn()
local enemy = self:getEnemyById(self.battleEnemyId)
if not enemy then return end
-- 玩家先出手
self.adv:backAtk(nil, enemy.id)
self:doPlayerTurn(self.player, enemy)
--是否无法攻击
if not enemy.isDead and not enemy:hadBuff(Buff.CANT_BACK_ATK) then
self.adv:backAtk(enemy.id, nil)
self:doPlayerTurn(enemy, self.player)
end
-- 判定死亡
if enemy.isDead or self.player.isDead then
local deadPlayer = enemy.isDead and enemy or self.player
deadPlayer:battleEnd()
self.battleEnemyId = nil
else
self.adv:backTurnEnd()
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zhouahaihai
酱料
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end
end
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suhongyang
冒险战斗内逻辑调整
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--战斗内角色回合逻辑
function Battle:doPlayerTurn(atkPlayer, hurtPlayer)
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suhongyang
Buff逻辑完善,buff生效次数...
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atkPlayer:beforeTurn()
hurtPlayer:hurt(atkPlayer:getHurtValue(), atkPlayer, {hurtType = 1})
atkPlayer:afterTurn()
atkPlayer:clearTurn()
end
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suhongyang
冒险战斗内逻辑调整
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zhouahaihai
酱料
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--触发全员被动技能
function Battle:triggerPassive(condType, params)
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zhouahaihai
增加 固有技
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self.player:triggerPassive(condType, params)
for _, enemy in ipairs(self.enemys) do
enemy:triggerPassive(condType, params)
end
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zhouahaihai
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end
--回合
function Battle:afterRound()
self.player:afterRound()
table.sort(self.enemys, function(e1, e2)
return e1.id < e2.id
end)
for _, enemy in ipairs(self.enemys) do
enemy:afterRound()
end
self.player:clearRound()
for _, enemy in ipairs(self.enemys) do
enemy:clearRound()
end
for i = #self.enemys, 1, -1 do
if self.enemys[i].isDead then
self.adv:enemyDead(self.enemys[i].roomId, self.enemys[i].blockId)
self.enemys[i]:clear()
table.remove(self.enemys, i)
end
end
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zhouahaihai
冒险 完善
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if self.adv.advInfo.power > 0 then
self.adv:changePower(-1)
else
self.player:hurt(self.player.hpMax / 10, nil, {hurtType = 4})
end
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46fac6f1
zhouahaihai
酱料
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if self.player.isDead then
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4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
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self.adv:over(false)
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zhouahaihai
酱料
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end
end
--写入数据
function Battle:getDB()
self.adv.advTeam.player = self.player:getDB()
for _, enemy in ipairs(self.enemys) do
local block = self.adv.rooms[enemy.roomId].blocks[enemy.blockId]
block.event.enemy = enemy:getDB()
end
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39a6e08b
suhongyang
冒险战斗内逻辑调整
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self.adv.advTeam.enemyId = self.battleEnemyId
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zhouahaihai
酱料
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end
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36c30c5c
zhouahaihai
冒险
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206
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return Battle
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