Blame view

src/adv/AdvPlayer.lua 19.1 KB
46fac6f1   zhouahaihai   酱料
1
2
  -- 角色
  local Buff = require "adv.AdvBuff"
1b8336a6   suhongyang   skill逻辑与player分开
3
  local Skill = require "adv.AdvSkill"
46fac6f1   zhouahaihai   酱料
4
5
6
7
8
9
10
11
  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
e996b82a   zhouahaihai   冒险增加防御属性
12
  	self.def = 0
46fac6f1   zhouahaihai   酱料
13
14
15
16
  	self.aType = 0 --攻击类型
  	self.lock = nil
  	self.passives = {} --固有技能
  	self.buffs = {} --buff
42f2d1d3   suhongyang   战斗内技能序列逻辑
17
  	self.skillOrder = {} --战斗内技能序列
46fac6f1   zhouahaihai   酱料
18
  	self.isDead = false
46fac6f1   zhouahaihai   酱料
19
20
21
22
23
  end
  --初始化角色
  function BaseObject:initData(data)
  	self.hpMax = data.hpMax or data.hp
  	self.hp = data.hp
46fac6f1   zhouahaihai   酱料
24
25
26
27
  	--可变化的值
  	self.atk = data.atk
  	self.miss = data.miss
  	self.hit = data.hit
e996b82a   zhouahaihai   冒险增加防御属性
28
  	self.def = data.def
46fac6f1   zhouahaihai   酱料
29
30
31
32
  	--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
e996b82a   zhouahaihai   冒险增加防御属性
33
  	self._def = data._def or self.def
ccbafe67   zhouhaihai   冒险神器和buff
34
  	self._hpMax = data._hpMax or self.hpMax
46fac6f1   zhouahaihai   酱料
35
36
37
38
  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
36c30c5c   zhouahaihai   冒险
39
  		table.insert(self.passives, Passive.new(self, passive))
46fac6f1   zhouahaihai   酱料
40
41
42
43
44
45
  	end
  	for _, buff in ipairs(data.buffs or {}) do
  		table.insert(self.buffs, Buff.load(self, buff))
  	end
  end
  
a734980c   suhongyang   冒险战斗数据打完以前不存储
46
47
48
49
50
51
52
  function BaseObject:reset(data)
  	self.passives = {}
  	self.buffs = {}
  	self:initData(data)
  	self:initAfter(data)
  end
  
46fac6f1   zhouahaihai   酱料
53
54
55
56
57
  function BaseObject:afterRound()
  	for _, passive in ipairs(self.passives) do
  		passive:afterRound(self)
  	end
  	for _, buff in ipairs(self.buffs) do
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
58
  		buff:afterRound()
46fac6f1   zhouahaihai   酱料
59
60
61
  	end
  end
  
46fac6f1   zhouahaihai   酱料
62
63
64
65
66
67
68
69
70
  function BaseObject:clearRound()
  	for i = #self.passives, 1, -1 do
  		if self.passives[i].isDel then
  			self.passives[i]:endPassive()
  			table.remove(self.passives, i)
  		end
  	end
  	for i = #self.buffs, 1, -1 do
  		if self.buffs[i].isDel then
81032a9c   zhouhaihai   抽奖
71
  			self.battle.adv:backBuff(self.monsterId, self.buffs[i].id, true)
46fac6f1   zhouahaihai   酱料
72
73
74
75
76
77
78
79
80
81
  			self.buffs[i]:endBuff()
  			table.remove(self.buffs, i)
  		end
  	end
  end
  function BaseObject:clear()
  	self.buffs = {}
  	self.passives = {}
  end
  
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
82
  function BaseObject:battleBegin()
65de8cf1   suhongyang   被动逻辑进一步修缮
83
  	for _, passive in ipairs(self.passives) do
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
84
  		passive:battleBegin()
65de8cf1   suhongyang   被动逻辑进一步修缮
85
  	end
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
86
87
88
  end
  
  function BaseObject:battleEnd()
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
89
  	for _, buff in ipairs(self.buffs) do
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
90
  		buff:battleEnd()
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
91
  	end
65de8cf1   suhongyang   被动逻辑进一步修缮
92
93
  end
  
23a38f47   suhongyang   new passives effect
94
95
  function BaseObject:addPassive(params)
  	local skillId = params.id
3b0526d2   zhouhaihai   冒险demo
96
  	local skillData = csvdb["adv_map_passiveCsv"][skillId]
23a38f47   suhongyang   new passives effect
97
98
99
100
  	if not skillData then return end
  	local level = params.level or 1
  	if not skillData[level] then return end
  	table.insert(self.passives, Passive.new(self, { id = skillId, level = level }))
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
101
  
81032a9c   zhouhaihai   抽奖
102
  	self.battle.adv:backPassive(self.monsterId, skillId)
23a38f47   suhongyang   new passives effect
103
104
  end
  
4f0a5fae   zhouhaihai   营养剂
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
  function BaseObject:getPassiveIdx(passive)
  	for idx, passive_ in ipairs(self.passives) do
  		if passive_ == passive then
  			return idx
  		end
  	end
  end
  
  function BaseObject:getDisablePassiveCount()
  	local count = 0
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.DISABLE_BUFF then
  			count = count + buff:effect()
  		end
  	end
  	return count
  end
  
46fac6f1   zhouahaihai   酱料
123
  function BaseObject:addBuff(buffId, releaser)
3b0526d2   zhouhaihai   冒险demo
124
  	local buffData = csvdb["adv_map_buffCsv"][buffId]
46fac6f1   zhouahaihai   酱料
125
126
  	if not buffData then return end
  	for _, buff in ipairs(self.buffs) do
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
127
  		if not buff.isDel and (buff:getType() == Buff.CLEAR_BUFF or buff:getType() == Buff.IMMNUE_BUFF) then
ccbafe67   zhouhaihai   冒险神器和buff
128
  			if buff:canEffect(buffId) then
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
129
  				buff:effect()
46fac6f1   zhouahaihai   酱料
130
131
132
133
  				return
  			end
  		end
  	end
ccbafe67   zhouhaihai   冒险神器和buff
134
135
136
137
138
139
140
141
142
  	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,
8781e103   zhouhaihai   冒险 bug
143
  			releaseId = releaser and releaser.monsterId or nil
ccbafe67   zhouhaihai   冒险神器和buff
144
145
146
  		}) then return end
  		table.insert(self.buffs, Buff.create(self, releaser, {id = buffId}))
  	end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
147
  	self:triggerPassive(Passive.GET_BUFF, {buffId = buffId})
81032a9c   zhouhaihai   抽奖
148
  	self.battle.adv:backBuff(self.monsterId, buffId)
46fac6f1   zhouahaihai   酱料
149
150
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
151
152
153
154
155
156
157
158
  function BaseObject:getBuffById(bId)
  	for idx, buff in ipairs(self.buffs) do
  		if buff.id == bId then
  			return buff
  		end
  	end
  end
  
916096ed   zhouhaihai   神器效果
159
  function BaseObject:delBuffById(bId)
ccbafe67   zhouhaihai   冒险神器和buff
160
161
  	for idx, buff in ipairs(self.buffs) do
  		if buff.id == bId then
81032a9c   zhouhaihai   抽奖
162
  			self.battle.adv:backBuff(self.monsterId, buff.id, true)
ccbafe67   zhouhaihai   冒险神器和buff
163
164
  			buff:endBuff()
  			table.remove(self.buffs, idx)
916096ed   zhouhaihai   神器效果
165
166
167
168
169
170
  			return buff
  		end
  	end
  end
  
  function BaseObject:delPassiveById(pId)
ccbafe67   zhouhaihai   冒险神器和buff
171
172
  	for idx, passive in ipairs(self.passives) do
  		if passive.id == pId then
ccbafe67   zhouhaihai   冒险神器和buff
173
  			table.remove(self.passives, idx)
916096ed   zhouhaihai   神器效果
174
175
176
177
178
  			return passive
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
179
180
181
  function BaseObject:hadBuff(bType)
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == bType then
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
182
  			return buff
46fac6f1   zhouahaihai   酱料
183
184
185
186
  		end
  	end
  end
  
1cb78a24   suhongyang   passive的筛选
187
188
189
  function BaseObject:hadBuffById(bId)
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff.id == bId then
7828ffd0   zhouhaihai   冒险 连续选择点 和 地图因子
190
  			return buff
1cb78a24   suhongyang   passive的筛选
191
192
193
194
  		end
  	end
  end
  
916096ed   zhouhaihai   神器效果
195
  
46fac6f1   zhouahaihai   酱料
196
  -- 通用的buff 效果汇总  -- 0 固定 1百分比  两种分类
ccbafe67   zhouhaihai   冒险神器和buff
197
  function BaseObject:getCommonBuffEffect(bType, otherCond)
46fac6f1   zhouahaihai   酱料
198
199
200
  	local effect, count = {[0] = 0, [1] = 0}, 0
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == bType then
ccbafe67   zhouhaihai   冒险神器和buff
201
202
  			local cType, value, cond = buff:effect()
  			if cType and (not otherCond or otherCond == cond) then
4ae223df   zhouahaihai   Buff bug
203
  				effect[cType] = effect[cType] + value
46fac6f1   zhouahaihai   酱料
204
205
206
207
  				count = count + 1
  			end
  		end
  	end
4ae223df   zhouahaihai   Buff bug
208
  	effect[1] = effect[1] / 100
46fac6f1   zhouahaihai   酱料
209
210
211
  	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
212
  function BaseObject:getBackHurtBuff()
46fac6f1   zhouahaihai   酱料
213
214
215
  	local effect = {[0] = 0, [1] = 0}
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.BACK_HURT then
ccbafe67   zhouhaihai   冒险神器和buff
216
  			local cType, value = buff:effect()  --  aType 0 全部  1 普通攻击
46fac6f1   zhouahaihai   酱料
217
  			if cType then
ccbafe67   zhouhaihai   冒险神器和buff
218
  				effect[cType] = effect[cType] + value
46fac6f1   zhouahaihai   酱料
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
  			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
ccbafe67   zhouhaihai   冒险神器和buff
235
236
237
238
239
240
241
242
  -- 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
243
244
245
246
247
  	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
248
249
250
251
  	local effect = 0
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff_EFFECT_CHANGE then
  			local cType, value = buff:effect()
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
252
  			if cType and had[cType] then
ccbafe67   zhouhaihai   冒险神器和buff
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
  				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
  		if not buff.isDel and AttrBuff[buff:getType()] then
  			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
279
280
  --重新计算属性
  function BaseObject:reSetAttr(field)
36c30c5c   zhouahaihai   冒险
281
  	local old = self[field]
46fac6f1   zhouahaihai   酱料
282
  	self[field] = self["_" .. field] --重置一下
ccbafe67   zhouhaihai   冒险神器和buff
283
  	local effect = self:getAttrBuffChange(field)
e10edb5f   zhouahaihai   冒险事件新
284
  	self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
36c30c5c   zhouahaihai   冒险
285
286
287
  	local delta = self[field] - old
  	if delta ~= 0 then
  		if field == "atk" then
81032a9c   zhouhaihai   抽奖
288
  			self.battle.adv:backAtkChange(self.monsterId, delta)
e996b82a   zhouahaihai   冒险增加防御属性
289
  		elseif field == "def" then
81032a9c   zhouhaihai   抽奖
290
  			self.battle.adv:backDefChange(self.monsterId, delta)
36c30c5c   zhouahaihai   冒险
291
292
  		end 
  	end
46fac6f1   zhouahaihai   酱料
293
294
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
295
296
297
298
299
300
301
302
303
304
305
  -- 重新计算 血量上限
  function BaseObject:reSetHpMax()
  	self.hpMax = self._hpMax
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.HP_MAX_CHANGE then
  			local cv = buff:effect()
  			if cv then
  				self.hpMax = self.hpMax + cv
  			end
  		end
  	end
98761edc   zhouhaihai   buff 补充
306
  	local effect = self:getAttrBuffChange("hp")
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
307
  	self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1])
98761edc   zhouhaihai   buff 补充
308
  	self.hpMax = math.ceil(math.max(1, self.hpMax))
ccbafe67   zhouhaihai   冒险神器和buff
309
310
311
  	self.hp = math.min(self.hpMax, self.hp)
  end
  
46fac6f1   zhouahaihai   酱料
312
313
314
315
316
317
318
319
320
  --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()
e996b82a   zhouahaihai   冒险增加防御属性
321
  	return math.max(0, (value + injuredChange[0]) * (1 + injuredChange[1]) - self.def)
46fac6f1   zhouahaihai   酱料
322
323
  end
  
ae9a74b5   suhongyang   返回miss,快速战斗逻辑
324
  --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
325
  -- 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
326
327
328
  --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
329
330
331
  
  	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
332
  		for _, team in ipairs(self:getTeam(1, true)) do
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
333
  			team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser, buffId = params.buffId})
02c4de8d   zhouahaihai   增加 固有技
334
  		end
46fac6f1   zhouahaihai   酱料
335
  	end
d3da3368   zhouhaihai   冒险地图被动技, buff 神器
336
  
53e8037e   zhouhaihai   任务
337
  	if params.hurtType ~= 5 and params.hurtType ~= 6 then
12f7b52c   zhouhaihai   冒险战斗
338
339
  		if not params.hurtType or params.hurtType ~= 4 then
  			value = self:getInjuredValue(value) --减伤计算
46fac6f1   zhouahaihai   酱料
340
  		end
12f7b52c   zhouhaihai   冒险战斗
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
  		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
356
  		end
12f7b52c   zhouhaihai   冒险战斗
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
  		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
372
373
374
375
376
  				end
  			end
  		end
  	end
  
e10edb5f   zhouahaihai   冒险事件新
377
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
378
379
  	if value == 0 then return end
  	-- 反弹伤害
12f7b52c   zhouhaihai   冒险战斗
380
  	if params.hurtType ~= 3 and params.hurtType ~= 5 and releaser and not releaser.isDead then
ccbafe67   zhouhaihai   冒险神器和buff
381
  		local backEffect = self:getBackHurtBuff()
46fac6f1   zhouahaihai   酱料
382
383
384
385
386
  		local backValue = math.max(0, value * backEffect[1] + backEffect[0])
  		releaser:hurt(backValue, releaser, {hurtType = 3})
  	end
  
  	--受伤了~
81032a9c   zhouhaihai   抽奖
387
  	self.battle.adv:backHpChange(self.monsterId, -value)
46fac6f1   zhouahaihai   酱料
388
  	self.hp = math.max(0, self.hp - value)
b0fe1817   zhouahaihai   冒险分数
389
390
391
392
393
  
  	if self.cutHp then
  		self:cutHp(value)
  	end
  
46fac6f1   zhouahaihai   酱料
394
  	if self.hp == 0 then
02c4de8d   zhouahaihai   增加 固有技
395
396
397
398
399
  		self:triggerPassive(Passive.SELF_DEAD)
  		for _, team in ipairs(self:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_DEAD)
  		end
  
53e8037e   zhouhaihai   任务
400
  		if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
b176d7d3   zhouhaihai   冒险成就
401
402
403
  			self.battle.adv:checkAchievement(self.battle.adv.AchievType.KillByBuff, 1, params.buffId)
  		end
  
46fac6f1   zhouahaihai   酱料
404
  		self.isDead = true
46fac6f1   zhouahaihai   酱料
405
  	end
02c4de8d   zhouahaihai   增加 固有技
406
407
408
409
  	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
410
411
412
413
  end
  --恢复
  function BaseObject:recover(value, releaser, params)
  	params = params or {}
e10edb5f   zhouahaihai   冒险事件新
414
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
415
  	self.hp = math.min(self.hpMax, self.hp + value)
81032a9c   zhouhaihai   抽奖
416
  	self.battle.adv:backHpChange(self.monsterId, value)
46fac6f1   zhouahaihai   酱料
417
418
  end
  
42f2d1d3   suhongyang   战斗内技能序列逻辑
419
420
421
422
423
  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
424
  function BaseObject:releaseSkill(skillId, target)
36c30c5c   zhouahaihai   冒险
425
  	if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
d27ad5e0   suhongyang   使用营养技
426
  	local skill = Skill.new(self, {id = skillId, target = target})
36c30c5c   zhouahaihai   冒险
427
  	--返回客户端
1b8336a6   suhongyang   skill逻辑与player分开
428
  	for _, target in ipairs(skill:getTargets()) do
81032a9c   zhouhaihai   抽奖
429
  		self.battle.adv:backSkill(self.monsterId, skillId, target.id)
36c30c5c   zhouahaihai   冒险
430
  	end
1b8336a6   suhongyang   skill逻辑与player分开
431
  	skill:doEffect()
02c4de8d   zhouahaihai   增加 固有技
432
433
434
435
436
437
  	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
438
439
440
  end
  
  --0 全部  1 我方  2 敌方
53e8037e   zhouhaihai   任务
441
  function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
442
  	mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
46fac6f1   zhouahaihai   酱料
443
444
445
446
447
448
449
450
451
452
  	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
453
  		for _, enemy in pairs(self.battle.enemys[mapIdx]) do
46fac6f1   zhouahaihai   酱料
454
  			if not noSelf or enemy ~= self then 
53e8037e   zhouhaihai   任务
455
  				if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
46fac6f1   zhouahaihai   酱料
456
457
458
459
460
461
462
463
464
  					table.insert(team, enemy)
  				end
  			end
  		end
  	end
  	if nType == 0 then
  		addPlayer()
  		addEnemy()
  	elseif nType == 1 then
b594a026   suhongyang   Fix bug
465
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
466
467
468
469
470
  			addPlayer()
  		else
  			addEnemy()
  		end
  	elseif nType == 2 then
b594a026   suhongyang   Fix bug
471
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
472
473
474
475
476
477
478
479
480
481
  			addEnemy()
  		else
  			addPlayer()
  		end
  	end
  	return team
  end
  
  function BaseObject:getDB()
  	local db = {}
46fac6f1   zhouahaihai   酱料
482
  	db.hp = self.hp
ccbafe67   zhouhaihai   冒险神器和buff
483
  	local baseAttr = {"atk", "miss", "hit", "def", "hpMax"}
46fac6f1   zhouahaihai   酱料
484
485
486
487
488
489
490
491
  	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
492
  	db.buffs = {}
46fac6f1   zhouahaihai   酱料
493
494
495
496
497
498
499
  	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
500
501
502
503
  	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
504
505
  end
  
3b0526d2   zhouhaihai   冒险demo
506
507
508
  function BaseObject:changeSp()
  end
  
46fac6f1   zhouahaihai   酱料
509
  local Enemy = class("Enemy", BaseObject)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
510
  function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy, mapIdx)
46fac6f1   zhouahaihai   酱料
511
  	Enemy.super.ctor(self, battle)
36c30c5c   zhouahaihai   冒险
512
513
  	self.id = mId
  	self.monsterId = monsterId  --数据id
46fac6f1   zhouahaihai   酱料
514
515
516
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
517
  	self.mapIdx = mapIdx
46fac6f1   zhouahaihai   酱料
518
519
520
521
522
523
524
525
526
527
528
529
530
  	self:initData(enemy)
  end
  function Enemy:unlock(id)
  	self.id = id
  	self.lock = nil
  end
  
  local Player = class("Player", BaseObject)
  function Player:ctor(battle, data)
  	Player.super.ctor(self, battle)
  	self:initData(data)
  end
  
b0fe1817   zhouahaihai   冒险分数
531
532
533
534
  function Player:cutHp(value)
  	self.battle.adv:scoreChange(AdvScoreType.Hurt, value)
  end
  
b53593b5   zhouhaihai   羁绊加成
535
536
  function Player:initData(data)
  	Player.super.initData(self, data)
386ca58e   zhouhaihai   优化log
537
  	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
538
  	self.growth = data.growth
b53593b5   zhouhaihai   羁绊加成
539
  	self.exp = data.exp or 0
3b0526d2   zhouhaihai   冒险demo
540
  	self.sp = data.sp or 100
ccbafe67   zhouhaihai   冒险神器和buff
541
542
  	self.spMax = data.spMax or 100
  	self._spMax = data._spMax or 100
b53593b5   zhouhaihai   羁绊加成
543
544
545
  end
  
  function Player:addExp(value)
4f0a5fae   zhouhaihai   营养剂
546
547
548
549
  	-- buff 经验加成
  	local up = self:getCommonBuffEffect(Buff.EXP_UP)
  	value = math.ceil((value + up[0]) * (1 + up[1]))
  
51718558   zhouhaihai   中继层初始经验
550
  	if value <= 0 then return end
6732f756   zhouhaihai   玩家升级
551
552
553
554
555
556
557
558
559
560
561
562
  	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
  	if delta > 0 then
8781e103   zhouhaihai   冒险 bug
563
  		for attr, _ in pairs(AdvAttsEnum) do
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
564
  			self:addBaseAttr(attr, self.growth[attr] * delta)
6732f756   zhouhaihai   玩家升级
565
  		end
81032a9c   zhouhaihai   抽奖
566
  		self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
6732f756   zhouhaihai   玩家升级
567
568
569
  	end
  	self.level = level
  	self.exp = newExp
85ded242   zhouhaihai   丰富返回事件
570
  	return value
b53593b5   zhouhaihai   羁绊加成
571
  end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
572
573
574
575
576
  --vtype 0/1 值/%
  function Player:addBaseAttr(attr, value, vtype)
  	local attrName = attr
  	if attr == "hp" then
  		attrName = "hpMax"
e1679483   zhouhaihai   bug
577
  	elseif attr == "sp" then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
  		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
  end
b53593b5   zhouhaihai   羁绊加成
599
  
3b0526d2   zhouhaihai   冒险demo
600
601
  --cType 0 or nil  值  1 百分比
  function Player:changeSp(value, cType)
85ded242   zhouhaihai   丰富返回事件
602
  	local oldSp = self.sp
3b0526d2   zhouhaihai   冒险demo
603
604
605
606
607
608
  	cType = cType or 0
  	if cType == 0 then
  		self.sp = self.sp + value
  	elseif cType == 1 then
  		self.sp = self.sp + self.sp * value / 100
  	end
ccbafe67   zhouhaihai   冒险神器和buff
609
  	self.sp = math.floor(math.min(self.spMax, math.max(0, self.sp)))
81032a9c   zhouhaihai   抽奖
610
611
612
  	if self.sp - oldSp ~= 0 then
  		self.battle.adv:pushBackEvent(AdvBackEventType.SpChange, {change = self.sp - oldSp})
  	end
3b0526d2   zhouhaihai   冒险demo
613
614
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
615
616
617
618
619
620
621
622
623
  -- 重新计算 魔法上限
  function BaseObject:reSetSpMax()
  	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
624
625
626
  --战斗结束了扣战斗buff次数
  function Player:effectBattleBuff()
  	for _, buff in ipairs(self.buffs) do
b176d7d3   zhouhaihai   冒险成就
627
  		if not buff.isDel and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
e90b4d20   zhouhaihai   战斗buff
628
629
630
631
  			buff:effect()
  		end
  	end
  end
3b0526d2   zhouhaihai   冒险demo
632
  
596ac19f   zhouhaihai   buff
633
634
635
636
637
638
639
640
  function Player:afterLayer()
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel then
  			buff:afterLayer()
  		end
  	end	
  end
  
e852b350   zhouhaihai   冒险成就类型增加
641
642
643
644
645
  function Player:addBuff(buffId, releaser)
  	Player.super.addBuff(self, buffId, releaser)
  	self.battle.adv:checkAchievement(self.battle.adv.AchievType.GetBuff, 1, buffId)
  end
  
b53593b5   zhouhaihai   羁绊加成
646
647
  function Player:getDB()
  	local db = Player.super.getDB(self)
ccbafe67   zhouhaihai   冒险神器和buff
648
  	for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
b53593b5   zhouhaihai   羁绊加成
649
650
  		db[field] = self[field]
  	end
ccbafe67   zhouhaihai   冒险神器和buff
651
  	db["_spMax"] = self._spMax
b53593b5   zhouhaihai   羁绊加成
652
653
654
  	return db
  end
  
9687f887   zhouhaihai   建筑被动
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
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
  -- 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
  	self.monsterId = monsterId  --数据id
  	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
  
  --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
710
  function Build:unlock()
9687f887   zhouhaihai   建筑被动
711
712
713
  	self.lock = nil
  end
  
26aeaf48   zhouhaihai   bug
714
  function Build:getDB()
9687f887   zhouhaihai   建筑被动
715
716
717
718
719
720
721
  	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
722
723
  
  
26aeaf48   zhouhaihai   bug
724
  return table.pack(Player, Enemy, Build)