46fac6f1
zhouahaihai
酱料
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2
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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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3
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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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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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suhongyang
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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b71a8190
zhouhaihai
动态改变 一些buff
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81
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local buff = self.buffs[i]
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酱料
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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 = {}
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修改调用位置
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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
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end
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new passives effect
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function BaseObject:addPassive(params)
local skillId = params.id
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冒险demo
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local skillData = csvdb["adv_map_passiveCsv"][skillId]
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new passives effect
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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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zhouhaihai
营养剂
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end
end
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被动 取消
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return
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营养剂
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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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zhouhaihai
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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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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掉落反馈
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return count
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zhouhaihai
营养剂
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end
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zhouhaihai
光环
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function BaseObject:addBuff(buffId, releaser, layer)
layer = layer or 1
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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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zhouhaihai
冒险神器和buff
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if buff:canEffect(buffId) then
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7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
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buff:effect()
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zhouahaihai
酱料
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return
end
end
end
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ccbafe67
zhouhaihai
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
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a80fee7c
zhouhaihai
光环
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oldBuff:overlay(releaser, {}, layer) -- 叠加
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冒险神器和buff
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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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ccbafe67
zhouhaihai
冒险神器和buff
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}) then return end
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b71a8190
zhouhaihai
动态改变 一些buff
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local buff = Buff.create(self, releaser, {id = buffId})
table.insert(self.buffs, buff)
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zhouhaihai
光环
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buff:createAfter(layer)
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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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1e789624
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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zhouahaihai
酱料
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end
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zhouhaihai
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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181
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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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916096ed
zhouhaihai
神器效果
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function BaseObject:delBuffById(bId)
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ccbafe67
zhouhaihai
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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ccbafe67
zhouhaihai
冒险神器和buff
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190
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table.remove(self.buffs, idx)
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b71a8190
zhouhaihai
动态改变 一些buff
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191
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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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201
202
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for idx, passive in ipairs(self.passives) do
if passive.id == pId then
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zhouhaihai
冒险神器和buff
|
203
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table.remove(self.passives, idx)
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916096ed
zhouhaihai
神器效果
|
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return passive
end
end
end
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zhouahaihai
酱料
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function BaseObject:hadBuff(bType)
for _, buff in ipairs(self.buffs) do
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
211
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if not buff:isHide() and buff:getType() == bType then
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
|
212
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return buff
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46fac6f1
zhouahaihai
酱料
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216
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end
end
end
|
1cb78a24
suhongyang
passive的筛选
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217
218
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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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219
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if not buff:isHide() and buff.id == bId then
|
7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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220
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return buff
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1cb78a24
suhongyang
passive的筛选
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223
224
|
end
end
end
|
84c2734c
zhouhaihai
怪物增加 spset
|
225
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227
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function BaseObject:reSetSpMax()
end
|
a80fee7c
zhouhaihai
光环
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251
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function BaseObject:checkAuraBuff(buffs)
end
function BaseObject:getAuras()
local auras = {}
if self:is("Enemy") then
local halo = csvdb["event_monsterCsv"][self.monsterId].halo
if halo then
for _, one in ipairs(halo:toArray(true, "=")) do
table.insert(auras, one)
end
end
elseif self:is("Build") then
local halo = csvdb["event_buildingCsv"][self.id].halo
if halo then
for _, one in ipairs(halo:toArray(true, "=")) do
table.insert(auras, one)
end
end
end
return auras
end
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916096ed
zhouhaihai
神器效果
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252
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|
46fac6f1
zhouahaihai
酱料
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253
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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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ccbafe67
zhouhaihai
冒险神器和buff
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254
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function BaseObject:getCommonBuffEffect(bType, otherCond)
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46fac6f1
zhouahaihai
酱料
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255
256
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local effect, count = {[0] = 0, [1] = 0}, 0
for _, buff in ipairs(self.buffs) do
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
257
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if not buff:isHide() and buff:getType() == bType then
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ccbafe67
zhouhaihai
冒险神器和buff
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258
259
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local cType, value, cond = buff:effect()
if cType and (not otherCond or otherCond == cond) then
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4ae223df
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Buff bug
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260
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effect[cType] = effect[cType] + value
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46fac6f1
zhouahaihai
酱料
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count = count + 1
end
end
end
|
4ae223df
zhouahaihai
Buff bug
|
265
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effect[1] = effect[1] / 100
|
46fac6f1
zhouahaihai
酱料
|
266
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return effect, count --效果 和生效的buff 个数
end
--伤害反弹
|
ccbafe67
zhouhaihai
冒险神器和buff
|
269
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function BaseObject:getBackHurtBuff()
|
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
|
272
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if not buff:isHide() and buff:getType() == Buff.BACK_HURT then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
273
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local cType, value = buff:effect() -- aType 0 全部 1 普通攻击
|
46fac6f1
zhouahaihai
酱料
|
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if cType then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
275
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effect[cType] = effect[cType] + value
|
46fac6f1
zhouahaihai
酱料
|
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291
|
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)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
300
301
302
303
304
|
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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306
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local effect = 0
for _, buff in ipairs(self.buffs) do
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
307
|
if not buff:isHide() and buff:getType() == Buff.Buff_EFFECT_CHANGE then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
308
|
local cType, value = buff:effect()
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
309
|
if cType and had[cType] then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
310
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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
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
325
|
if not buff:isHide() and AttrBuff[buff:getType()] then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
326
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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
|
46fac6f1
zhouahaihai
酱料
|
336
337
|
--重新计算属性
function BaseObject:reSetAttr(field)
|
36c30c5c
zhouahaihai
冒险
|
338
|
local old = self[field]
|
46fac6f1
zhouahaihai
酱料
|
339
|
self[field] = self["_" .. field] --重置一下
|
ccbafe67
zhouhaihai
冒险神器和buff
|
340
|
local effect = self:getAttrBuffChange(field)
|
e10edb5f
zhouahaihai
冒险事件新
|
341
|
self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
|
36c30c5c
zhouahaihai
冒险
|
342
|
local delta = self[field] - old
|
46fac6f1
zhouahaihai
酱料
|
343
344
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
345
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348
|
-- 重新计算 血量上限
function BaseObject:reSetHpMax()
self.hpMax = self._hpMax
for _, buff in ipairs(self.buffs) do
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
349
|
if not buff:isHide() and buff:getType() == Buff.HP_MAX_CHANGE then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
350
351
352
353
354
355
|
local cv = buff:effect()
if cv then
self.hpMax = self.hpMax + cv
end
end
end
|
98761edc
zhouhaihai
buff 补充
|
356
|
local effect = self:getAttrBuffChange("hp")
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
357
|
self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1])
|
98761edc
zhouhaihai
buff 补充
|
358
|
self.hpMax = math.ceil(math.max(1, self.hpMax))
|
ccbafe67
zhouhaihai
冒险神器和buff
|
359
360
361
|
self.hp = math.min(self.hpMax, self.hp)
end
|
46fac6f1
zhouahaihai
酱料
|
362
363
364
365
366
367
368
369
370
|
--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
|
371
|
return math.max(0, (value + injuredChange[0]) * (1 + injuredChange[1]))
|
46fac6f1
zhouahaihai
酱料
|
372
373
|
end
|
ae9a74b5
suhongyang
返回miss,快速战斗逻辑
|
374
|
--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
|
375
|
-- 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
|
376
377
378
|
--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
|
379
380
381
|
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
|
382
|
for _, team in ipairs(self:getTeam(1, true)) do
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
383
|
team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser, buffId = params.buffId})
|
02c4de8d
zhouahaihai
增加 固有技
|
384
|
end
|
46fac6f1
zhouahaihai
酱料
|
385
|
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
386
|
|
6df85179
zhouhaihai
伤害计算
|
387
|
if params.hurtType ~= 5 then
|
294408d9
zhouhaihai
伤害错误
|
388
|
if params.hurtType ~= 6 and params.hurtType ~= 4 then
|
6df85179
zhouhaihai
伤害计算
|
389
|
value = math.max(0, value - self.def)
|
46fac6f1
zhouahaihai
酱料
|
390
|
end
|
6df85179
zhouhaihai
伤害计算
|
391
|
value = self:getInjuredValue(value) --减伤计算
|
12f7b52c
zhouhaihai
冒险战斗
|
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
|
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
|
407
|
end
|
12f7b52c
zhouhaihai
冒险战斗
|
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
|
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
|
423
424
425
426
427
|
end
end
end
end
|
e10edb5f
zhouahaihai
冒险事件新
|
428
|
value = math.max(0, math.ceil(value))
|
46fac6f1
zhouahaihai
酱料
|
429
430
|
if value == 0 then return end
-- 反弹伤害
|
12f7b52c
zhouhaihai
冒险战斗
|
431
|
if params.hurtType ~= 3 and params.hurtType ~= 5 and releaser and not releaser.isDead then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
432
|
local backEffect = self:getBackHurtBuff()
|
46fac6f1
zhouahaihai
酱料
|
433
434
435
436
437
|
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
|
438
439
440
441
|
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
|
442
443
444
445
446
|
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
|
447
|
self.hp = math.max(0, self.hp - value)
|
b0fe1817
zhouahaihai
冒险分数
|
448
|
|
46fac6f1
zhouahaihai
酱料
|
449
|
if self.hp == 0 then
|
02c4de8d
zhouahaihai
增加 固有技
|
450
451
|
self:triggerPassive(Passive.SELF_DEAD)
for _, team in ipairs(self:getTeam(1, true)) do
|
6826fdf6
zhouhaihai
被动触发
|
452
|
team:triggerPassive(Passive.TEAM_DEAD, {trigger = self})
|
02c4de8d
zhouahaihai
增加 固有技
|
453
454
|
end
|
53e8037e
zhouhaihai
任务
|
455
|
if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
|
b176d7d3
zhouhaihai
冒险成就
|
456
457
|
self.battle.adv:checkAchievement(self.battle.adv.AchievType.KillByBuff, 1, params.buffId)
end
|
d95bc647
zhouhaihai
冒险被动技
|
458
|
self.isDead = true
|
46fac6f1
zhouahaihai
酱料
|
459
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
460
461
462
463
|
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
|
464
465
466
467
|
end
--恢复
function BaseObject:recover(value, releaser, params)
params = params or {}
|
e10edb5f
zhouahaihai
冒险事件新
|
468
|
value = math.max(0, math.ceil(value))
|
4500c9b8
zhouhaihai
满了不飘字
|
469
|
local old = self.hp
|
46fac6f1
zhouahaihai
酱料
|
470
|
self.hp = math.min(self.hpMax, self.hp + value)
|
4500c9b8
zhouhaihai
满了不飘字
|
471
|
local change = self.hp - old
|
59acc11e
zhouhaihai
赛季更新
|
472
|
if self:is("Player") then
|
4500c9b8
zhouhaihai
满了不飘字
|
473
474
475
|
if change > 0 then
self.battle.adv:pushBackEvent(AdvBackEventType.HpChange, {change = value})
end
|
59acc11e
zhouhaihai
赛季更新
|
476
|
end
|
46fac6f1
zhouahaihai
酱料
|
477
478
|
end
|
42f2d1d3
suhongyang
战斗内技能序列逻辑
|
479
480
481
482
483
|
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
|
484
|
function BaseObject:releaseSkill(skillId, target)
|
36c30c5c
zhouahaihai
冒险
|
485
|
if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
|
d27ad5e0
suhongyang
使用营养技
|
486
|
local skill = Skill.new(self, {id = skillId, target = target})
|
36c30c5c
zhouahaihai
冒险
|
487
|
--返回客户端
|
1b8336a6
suhongyang
skill逻辑与player分开
|
488
|
for _, target in ipairs(skill:getTargets()) do
|
81032a9c
zhouhaihai
抽奖
|
489
|
self.battle.adv:backSkill(self.monsterId, skillId, target.id)
|
36c30c5c
zhouahaihai
冒险
|
490
|
end
|
1b8336a6
suhongyang
skill逻辑与player分开
|
491
|
skill:doEffect()
|
02c4de8d
zhouahaihai
增加 固有技
|
492
493
494
495
496
497
|
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
|
498
499
500
|
end
--0 全部 1 我方 2 敌方
|
53e8037e
zhouhaihai
任务
|
501
|
function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
502
|
mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
|
46fac6f1
zhouahaihai
酱料
|
503
504
505
506
507
508
509
510
511
512
|
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
|
513
|
for _, enemy in pairs(self.battle.enemys[mapIdx]) do
|
46fac6f1
zhouahaihai
酱料
|
514
|
if not noSelf or enemy ~= self then
|
53e8037e
zhouhaihai
任务
|
515
|
if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
|
46fac6f1
zhouahaihai
酱料
|
516
517
518
519
520
521
522
523
524
|
table.insert(team, enemy)
end
end
end
end
if nType == 0 then
addPlayer()
addEnemy()
elseif nType == 1 then
|
b594a026
suhongyang
Fix bug
|
525
|
if not self.monsterId then --玩家
|
46fac6f1
zhouahaihai
酱料
|
526
527
528
529
530
|
addPlayer()
else
addEnemy()
end
elseif nType == 2 then
|
b594a026
suhongyang
Fix bug
|
531
|
if not self.monsterId then --玩家
|
46fac6f1
zhouahaihai
酱料
|
532
533
534
535
536
537
538
539
|
addEnemy()
else
addPlayer()
end
end
return team
end
|
1e789624
zhouhaihai
新的 buff 效果
|
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
|
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
|
584
585
|
function BaseObject:getDB()
local db = {}
|
46fac6f1
zhouahaihai
酱料
|
586
|
db.hp = self.hp
|
ccbafe67
zhouhaihai
冒险神器和buff
|
587
|
local baseAttr = {"atk", "miss", "hit", "def", "hpMax"}
|
46fac6f1
zhouahaihai
酱料
|
588
589
590
591
592
593
594
595
|
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
|
596
|
db.buffs = {}
|
46fac6f1
zhouahaihai
酱料
|
597
598
599
600
601
602
603
|
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
|
604
605
606
607
|
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
|
608
609
|
end
|
3b0526d2
zhouhaihai
冒险demo
|
610
611
612
|
function BaseObject:changeSp()
end
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
613
614
615
616
|
function BaseObject:is(what)
return self["is" .. what] and self["is" .. what](self)
end
|
46fac6f1
zhouahaihai
酱料
|
617
|
local Enemy = class("Enemy", BaseObject)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
618
|
function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy, mapIdx)
|
46fac6f1
zhouahaihai
酱料
|
619
|
Enemy.super.ctor(self, battle)
|
36c30c5c
zhouahaihai
冒险
|
620
621
|
self.id = mId
self.monsterId = monsterId --数据id
|
46fac6f1
zhouahaihai
酱料
|
622
623
624
|
self.roomId = roomId
self.blockId = blockId
self.lock = lock
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
625
|
self.mapIdx = mapIdx
|
46fac6f1
zhouahaihai
酱料
|
626
627
|
self:initData(enemy)
end
|
a0834e49
zhouhaihai
增加潜行 功能
|
628
|
function Enemy:unlock()
|
46fac6f1
zhouahaihai
酱料
|
629
630
631
|
self.lock = nil
end
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
632
633
634
635
|
function Enemy:isEnemy()
return true
end
|
b6a2b78b
zhouhaihai
冒险 buff 类型 34 35
|
636
637
638
639
640
641
642
643
|
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
|
644
645
646
647
648
649
650
651
652
|
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
|
a80fee7c
zhouhaihai
光环
|
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
679
|
-- 0=所有 1=怪物 2=玩家
function Enemy:checkAuraBuff(buffs)
local needBuffs = {}
for buffId, info in pairs(buffs[0] or {}) do
needBuffs[buffId] = needBuffs[buffId] or {}
needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
needBuffs[buffId].exist = info.exist
end
for buffId, info in pairs(buffs[1] or {}) do
needBuffs[buffId] = needBuffs[buffId] or {}
needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
needBuffs[buffId].exist = info.exist
end
for buffId, info in pairs(needBuffs) do
if info.count < 0 then
local buff = self:getBuffById(buffId)
if buff then
buff:uncover(info.exist and -info.count or -1, true)
end
elseif count > 0 then
self:addBuff(buffId, nil, info.count)
end
end
end
|
1e789624
zhouhaihai
新的 buff 效果
|
680
|
|
7b2dc17c
zhouhaihai
地图 层 buff passive
|
681
682
683
684
|
function Enemy:kill()
self:hurt(self.hp, self.battle.player, {hurtType = 5})
end
|
46fac6f1
zhouahaihai
酱料
|
685
686
687
688
689
690
|
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
|
691
692
|
function Player:initData(data)
Player.super.initData(self, data)
|
a95b35ce
zhouhaihai
删除等级
|
693
|
-- 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
|
694
|
self.growth = data.growth
|
a95b35ce
zhouhaihai
删除等级
|
695
|
-- self.exp = data.exp or 0
|
3b0526d2
zhouhaihai
冒险demo
|
696
|
self.sp = data.sp or 100
|
ccbafe67
zhouhaihai
冒险神器和buff
|
697
698
|
self.spMax = data.spMax or 100
self._spMax = data._spMax or 100
|
b53593b5
zhouhaihai
羁绊加成
|
699
700
|
end
|
a95b35ce
zhouhaihai
删除等级
|
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
|
-- 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
|
731
|
--vtype 0/1 值/%
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
732
|
function Player:addBaseAttr(attr, value, vtype, ignoreBack)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
733
734
735
|
local attrName = attr
if attr == "hp" then
attrName = "hpMax"
|
e1679483
zhouhaihai
bug
|
736
|
elseif attr == "sp" then
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
|
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
|
757
758
759
760
|
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
|
761
|
end
|
b53593b5
zhouhaihai
羁绊加成
|
762
|
|
3b0526d2
zhouhaihai
冒险demo
|
763
764
|
--cType 0 or nil 值 1 百分比
function Player:changeSp(value, cType)
|
85ded242
zhouhaihai
丰富返回事件
|
765
|
local oldSp = self.sp
|
3b0526d2
zhouhaihai
冒险demo
|
766
|
cType = cType or 0
|
cac28f5f
zhouhaihai
魔力改变
|
767
|
local change = 0
|
3b0526d2
zhouhaihai
冒险demo
|
768
|
if cType == 0 then
|
cac28f5f
zhouhaihai
魔力改变
|
769
|
change = value
|
3b0526d2
zhouhaihai
冒险demo
|
770
|
elseif cType == 1 then
|
cac28f5f
zhouhaihai
魔力改变
|
771
|
change = self.sp * value / 100
|
3b0526d2
zhouhaihai
冒险demo
|
772
|
end
|
6c012309
zhouhaihai
sp 满了不加
|
773
|
local old = self.sp
|
cac28f5f
zhouhaihai
魔力改变
|
774
|
self.sp = math.floor(math.min(self.spMax, math.max(0, self.sp + change)))
|
6c012309
zhouhaihai
sp 满了不加
|
775
|
change = self.sp - old
|
cac28f5f
zhouhaihai
魔力改变
|
776
777
|
if change ~= 0 then
self.battle.adv:pushBackEvent(AdvBackEventType.SpChange, {change = math.floor(change)})
|
81032a9c
zhouhaihai
抽奖
|
778
|
end
|
3b0526d2
zhouhaihai
冒险demo
|
779
780
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
781
|
-- 重新计算 魔法上限
|
3df73a9e
zhouhaihai
复兴奖励
|
782
|
function Player:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
783
784
785
786
787
788
789
|
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
|
790
791
792
|
--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
|
793
|
if not buff:isHide() and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
|
e90b4d20
zhouhaihai
战斗buff
|
794
|
buff:effect()
|
53ce7853
zhouhaihai
队长技能 不失效
|
795
|
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
|
796
797
|
buff:uncover()
end
|
e90b4d20
zhouhaihai
战斗buff
|
798
799
800
|
end
end
end
|
3b0526d2
zhouhaihai
冒险demo
|
801
|
|
596ac19f
zhouhaihai
buff
|
802
|
function Player:afterLayer()
|
7b2dc17c
zhouhaihai
地图 层 buff passive
|
803
804
805
806
807
|
for _, passive in ipairs(self.passives) do
if not passive.isDel then
passive:afterLayer()
end
end
|
596ac19f
zhouhaihai
buff
|
808
809
810
811
812
|
for _, buff in ipairs(self.buffs) do
if not buff.isDel then
buff:afterLayer()
end
end
|
7b2dc17c
zhouhaihai
地图 层 buff passive
|
813
814
|
self:clearRound()
|
596ac19f
zhouhaihai
buff
|
815
816
|
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
817
|
function Player:addBuff(buffId, releaser)
|
c5d9338f
zhouhaihai
通用方法 异常
|
818
819
|
local status = Player.super.addBuff(self, buffId, releaser)
if status then
|
c5d9338f
zhouhaihai
通用方法 异常
|
820
|
self.battle.adv:checkAchievement(self.battle.adv.AchievType.GetBuff, 1, buffId)
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
821
|
self.battle.adv:pushBackEvent(AdvBackEventType.Buff, {buffId = buffId})
|
ead2c938
zhouhaihai
被动新
|
822
|
self.battle:triggerPassive(Passive.PLAYER_BUFF, {buffId = buffId})
|
987d660e
zhouhaihai
advBuff 闪屏警告
|
823
824
825
826
|
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
|
827
828
|
end
return status
|
e852b350
zhouhaihai
冒险成就类型增加
|
829
|
end
|
a80fee7c
zhouhaihai
光环
|
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
|
-- 0=所有 1=怪物 2=玩家
function Player:checkAuraBuff(buffs)
local needBuffs = {}
for buffId, info in pairs(buffs[0] or {}) do
needBuffs[buffId] = needBuffs[buffId] or {}
needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
needBuffs[buffId].exist = info.exist
end
for buffId, info in pairs(buffs[2] or {}) do
needBuffs[buffId] = needBuffs[buffId] or {}
needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
needBuffs[buffId].exist = info.exist
end
for buffId, info in pairs(needBuffs) do
if info.count < 0 then
local buff = self:getBuffById(buffId)
if buff then
buff:uncover(info.exist and -info.count or -1, true)
end
elseif info.count > 0 then
self:addBuff(buffId, nil, info.count)
end
end
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
857
|
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
858
859
860
861
|
function Player:isPlayer()
return true
end
|
b53593b5
zhouhaihai
羁绊加成
|
862
863
|
function Player:getDB()
local db = Player.super.getDB(self)
|
a95b35ce
zhouhaihai
删除等级
|
864
865
|
-- 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
|
866
867
|
db[field] = self[field]
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
868
|
db["_spMax"] = self._spMax
|
b53593b5
zhouhaihai
羁绊加成
|
869
870
871
|
return db
end
|
9687f887
zhouhaihai
建筑被动
|
872
873
874
875
876
877
|
-- 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
|
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
|
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
|
894
895
896
|
function Build:isBuild()
return true
end
|
9687f887
zhouhaihai
建筑被动
|
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
|
--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
|
929
|
function Build:unlock()
|
9687f887
zhouhaihai
建筑被动
|
930
931
932
|
self.lock = nil
end
|
26aeaf48
zhouhaihai
bug
|
933
|
function Build:getDB()
|
9687f887
zhouhaihai
建筑被动
|
934
935
936
937
938
939
940
|
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
|
941
942
|
|
26aeaf48
zhouhaihai
bug
|
943
|
return table.pack(Player, Enemy, Build)
|