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src/adv/AdvBattle.lua 5.51 KB
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  local Player, Enemy = table.unpack(require "adv.advPlayer")
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  local Buff = require "adv.AdvBuff"
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  local Passive = require "adv.AdvPassive"
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  local Battle = class("Battle")
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  function Battle:ctor(adv)
  	self.adv = adv
  	self.player = nil --玩家
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  	self.isNewPlayer = false
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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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  	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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  		player.atk = tonumber(string.format("%0.0f", player.hp * 0.1)) --todo 系数是临时的
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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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  		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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  			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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  		end
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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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  	end 
  end
  
  function Battle:getEnemy(roomId, blockId)
  	for _, enemy in ipairs(self.enemys) do
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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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  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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  	local enemy = self:getEnemy(roomId, blockId)
  	if enemy then
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  		self.battleEnemyId = enemy.id
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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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  	end
  end
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  --战斗内角色回合逻辑
  function Battle:doPlayerTurn(atkPlayer, hurtPlayer)
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  	atkPlayer:beforeTurn()
  	hurtPlayer:hurt(atkPlayer:getHurtValue(), atkPlayer, {hurtType = 1})
  	atkPlayer:afterTurn()
  	atkPlayer:clearTurn()
  end
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  --触发全员被动技能
  function Battle:triggerPassive(condType, params)
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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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  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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  	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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  	if self.player.isDead then
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  		self.adv:over(false)
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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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  	self.adv.advTeam.enemyId = self.battleEnemyId
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  end
  
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  return Battle