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zhouahaihai
酱料
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-- 角色
local Buff = require "adv.AdvBuff"
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suhongyang
skill逻辑与player分开
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local Skill = require "adv.AdvSkill"
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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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self.aType = 0 --攻击类型
self.lock = nil
self.passives = {} --固有技能
self.buffs = {} --buff
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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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end
for _, buff in ipairs(data.buffs or {}) do
table.insert(self.buffs, Buff.load(self, buff))
end
end
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function BaseObject:reset(data)
self.passives = {}
self.buffs = {}
self:initData(data)
self:initAfter(data)
end
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function BaseObject:afterRound()
for _, passive in ipairs(self.passives) do
passive:afterRound(self)
end
for _, buff in ipairs(self.buffs) do
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Buff生命周期调整,被动加buf...
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buff:afterRound()
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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
self.passives[i]:endPassive()
table.remove(self.passives, i)
end
end
for i = #self.buffs, 1, -1 do
if self.buffs[i].isDel then
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抽奖
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self.battle.adv:backBuff(self.monsterId, self.buffs[i].id, true)
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self.buffs[i]:endBuff()
table.remove(self.buffs, i)
end
end
end
function BaseObject:clear()
self.buffs = {}
self.passives = {}
end
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冒险战斗完善,增加battlebe...
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function BaseObject:battleBegin()
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被动逻辑进一步修缮
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for _, passive in ipairs(self.passives) do
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冒险战斗完善,增加battlebe...
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passive:battleBegin()
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end
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end
function BaseObject:battleEnd()
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Buff逻辑完善,buff生效次数...
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for _, buff in ipairs(self.buffs) do
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Buff生命周期调整,被动加buf...
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buff:battleEnd()
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end
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end
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function BaseObject:addPassive(params)
local skillId = params.id
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local skillData = csvdb["adv_map_passiveCsv"][skillId]
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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
table.insert(self.passives, Passive.new(self, { id = skillId, level = level }))
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獲得被動暫時增加log,後面可以去掉
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抽奖
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self.battle.adv:backPassive(self.monsterId, skillId)
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new passives effect
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end
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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
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酱料
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function BaseObject:addBuff(buffId, releaser)
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冒险demo
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local buffData = csvdb["adv_map_buffCsv"][buffId]
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if not buffData then return end
for _, buff in ipairs(self.buffs) do
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if not buff.isDel and (buff:getType() == Buff.CLEAR_BUFF or buff:getType() == Buff.IMMNUE_BUFF) then
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冒险神器和buff
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if buff:canEffect(buffId) then
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Buff逻辑完善,buff生效次数...
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buff:effect()
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return
end
end
end
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冒险神器和buff
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local oldBuff = self:getBuffById(buffId)
if oldBuff then
if not oldBuff:checkKeep() then return end
oldBuff:overlay(releaser, {}) -- 叠加
else
-- 不能保持的buff 也加不上去
if not Buff.checkKeep({
owner = self,
buffData = buffData,
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冒险 bug
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releaseId = releaser and releaser.monsterId or nil
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冒险神器和buff
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}) then return end
table.insert(self.buffs, Buff.create(self, releaser, {id = buffId}))
end
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冒险地图被动技, buff 神器
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self:triggerPassive(Passive.GET_BUFF, {buffId = buffId})
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抽奖
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self.battle.adv:backBuff(self.monsterId, buffId)
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end
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function BaseObject:getBuffById(bId)
for idx, buff in ipairs(self.buffs) do
if buff.id == bId then
return buff
end
end
end
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神器效果
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function BaseObject:delBuffById(bId)
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for idx, buff in ipairs(self.buffs) do
if buff.id == bId then
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抽奖
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self.battle.adv:backBuff(self.monsterId, buff.id, true)
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冒险神器和buff
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buff:endBuff()
table.remove(self.buffs, idx)
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神器效果
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return buff
end
end
end
function BaseObject:delPassiveById(pId)
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冒险神器和buff
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for idx, passive in ipairs(self.passives) do
if passive.id == pId then
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冒险神器和buff
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table.remove(self.passives, idx)
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神器效果
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return passive
end
end
end
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function BaseObject:hadBuff(bType)
for _, buff in ipairs(self.buffs) do
if not buff.isDel and buff:getType() == bType then
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冒险 连续选择点 和 地图因子
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return buff
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end
end
end
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passive的筛选
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function BaseObject:hadBuffById(bId)
for _, buff in ipairs(self.buffs) do
if not buff.isDel and buff.id == bId then
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冒险 连续选择点 和 地图因子
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return buff
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passive的筛选
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end
end
end
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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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function BaseObject:getCommonBuffEffect(bType, otherCond)
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local effect, count = {[0] = 0, [1] = 0}, 0
for _, buff in ipairs(self.buffs) do
if not buff.isDel and buff:getType() == bType then
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local cType, value, cond = buff:effect()
if cType and (not otherCond or otherCond == cond) then
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effect[cType] = effect[cType] + value
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count = count + 1
end
end
end
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Buff bug
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effect[1] = effect[1] / 100
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return effect, count --效果 和生效的buff 个数
end
--伤害反弹
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function BaseObject:getBackHurtBuff()
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local effect = {[0] = 0, [1] = 0}
for _, buff in ipairs(self.buffs) do
if not buff.isDel and buff:getType() == Buff.BACK_HURT then
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local cType, value = buff:effect() -- aType 0 全部 1 普通攻击
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if cType then
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effect[cType] = effect[cType] + value
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end
end
end
return effect
end
--释放者伤害变化
function BaseObject:getHurtChange()
local change = self:getCommonBuffEffect(Buff.HURT_CHANGE)
return change
end
--受伤者受伤变化
function BaseObject:getInjuredChange()
local change = self:getCommonBuffEffect(Buff.INJURED_CHANGE)
return change
end
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-- 奖励道具变化
function BaseObject:getRewardChange(itemId)
local change = self:getCommonBuffEffect(Buff.ITEM_GET_UP, itemId)
return change
end
-- buff 增益 检疫
function BaseObject:getBuffEffectChange(classify)
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local classifys = classify:toArray(true, " ")
local had = {}
for _, one in pairs(classifys) do
had[one] = 1
end
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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()
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if cType and had[cType] then
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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
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
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zhouahaihai
酱料
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--重新计算属性
function BaseObject:reSetAttr(field)
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冒险
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local old = self[field]
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酱料
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self[field] = self["_" .. field] --重置一下
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ccbafe67
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冒险神器和buff
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local effect = self:getAttrBuffChange(field)
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冒险事件新
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self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
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zhouahaihai
冒险
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local delta = self[field] - old
if delta ~= 0 then
if field == "atk" then
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81032a9c
zhouhaihai
抽奖
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self.battle.adv:backAtkChange(self.monsterId, delta)
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e996b82a
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冒险增加防御属性
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elseif field == "def" then
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81032a9c
zhouhaihai
抽奖
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self.battle.adv:backDefChange(self.monsterId, delta)
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冒险
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end
end
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酱料
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end
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冒险神器和buff
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-- 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
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98761edc
zhouhaihai
buff 补充
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local effect = self:getAttrBuffChange("hp")
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d3da3368
zhouhaihai
冒险地图被动技, buff 神器
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self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1])
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zhouhaihai
buff 补充
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self.hpMax = math.ceil(math.max(1, self.hpMax))
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冒险神器和buff
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self.hp = math.min(self.hpMax, self.hp)
end
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酱料
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--计算打出伤害加成后的值
function BaseObject:getHurtValue(value)
value = value or self.atk
local hurtChange = self:getHurtChange()
return math.max(0, (value + hurtChange[0]) * (1 + hurtChange[1]))
end
--计算自己伤害减免后的值
function BaseObject:getInjuredValue(value)
local injuredChange = self:getInjuredChange()
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e996b82a
zhouahaihai
冒险增加防御属性
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return math.max(0, (value + injuredChange[0]) * (1 + injuredChange[1]) - self.def)
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zhouahaihai
酱料
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end
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suhongyang
返回miss,快速战斗逻辑
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--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
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53e8037e
zhouhaihai
任务
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-- 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)
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zhouahaihai
酱料
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--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 {}
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d3da3368
zhouhaihai
冒险地图被动技, buff 神器
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if params.hurtType and (params.hurtType == 2 or params.hurtType == 6) then
self:triggerPassive(Passive.SELF_HURT, {trigger = releaser, buffId = params.buffId})
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02c4de8d
zhouahaihai
增加 固有技
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for _, team in ipairs(self:getTeam(1, true)) do
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d3da3368
zhouhaihai
冒险地图被动技, buff 神器
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team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser, buffId = params.buffId})
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02c4de8d
zhouahaihai
增加 固有技
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334
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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)
|