46fac6f1
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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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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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
elseif roundType == "buff" then
for _, buff in ipairs(self.buffs) do
buff:afterRound()
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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动态改变 一些buff
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local buff = self.buffs[i]
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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 = {}
end
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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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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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function BaseObject:getPassiveIdx(passive)
for idx, passive_ in ipairs(self.passives) do
if passive_ == passive then
return idx
end
end
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避免删除
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return 999
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end
function BaseObject:getDisablePassiveCount()
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bug 被动技
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local count, bc = 0, 0
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营养剂
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for _, buff in ipairs(self.buffs) do
if not buff.isDel and buff:getType() == Buff.DISABLE_BUFF then
count = count + buff:effect()
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bc = bc + 1
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end
end
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return count, bc
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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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Buff逻辑完善,buff生效次数...
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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: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
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动态改变 一些buff
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local buff = Buff.create(self, releaser, {id = buffId})
table.insert(self.buffs, buff)
buff:createAfter()
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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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return true
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酱料
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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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zhouhaihai
神器效果
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function BaseObject:delBuffById(bId)
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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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冒险神器和buff
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table.remove(self.buffs, idx)
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动态改变 一些buff
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buff:endBuff()
if self.attrChangeCondBuffCheck then
self:attrChangeCondBuffCheck(2, bId)
end
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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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table.remove(self.passives, idx)
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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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return buff
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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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冒险神器和buff
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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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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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冒险神器和buff
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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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冒险地图被动技, buff 神器
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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
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zhouhaihai
bug
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if not buff.isDel and buff:getType() == Buff.Buff_EFFECT_CHANGE then
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冒险神器和buff
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local cType, value = buff:effect()
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冒险地图被动技, buff 神器
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if cType and had[cType] then
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冒险神器和buff
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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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46fac6f1
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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zhouahaihai
酱料
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self[field] = self["_" .. field] --重置一下
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ccbafe67
zhouhaihai
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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冒险
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local delta = self[field] - old
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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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98761edc
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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46fac6f1
zhouahaihai
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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2c04fed9
zhouhaihai
修改减伤公式
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return math.max(0, (value - self.def + injuredChange[0]) * (1 + injuredChange[1]))
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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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326
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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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333
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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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334
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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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335
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end
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46fac6f1
zhouahaihai
酱料
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336
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end
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d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
337
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53e8037e
zhouhaihai
任务
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338
|
if params.hurtType ~= 5 and params.hurtType ~= 6 then
|
12f7b52c
zhouhaihai
冒险战斗
|
339
340
|
if not params.hurtType or params.hurtType ~= 4 then
value = self:getInjuredValue(value) --减伤计算
|
46fac6f1
zhouahaihai
酱料
|
341
|
end
|
12f7b52c
zhouhaihai
冒险战斗
|
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
|
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
|
357
|
end
|
12f7b52c
zhouhaihai
冒险战斗
|
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
|
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
|
373
374
375
376
377
|
end
end
end
end
|
e10edb5f
zhouahaihai
冒险事件新
|
378
|
value = math.max(0, math.ceil(value))
|
46fac6f1
zhouahaihai
酱料
|
379
380
|
if value == 0 then return end
-- 反弹伤害
|
12f7b52c
zhouhaihai
冒险战斗
|
381
|
if params.hurtType ~= 3 and params.hurtType ~= 5 and releaser and not releaser.isDead then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
382
|
local backEffect = self:getBackHurtBuff()
|
46fac6f1
zhouahaihai
酱料
|
383
384
385
386
387
|
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
|
388
389
390
391
|
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
|
392
393
394
395
396
|
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
|
397
|
self.hp = math.max(0, self.hp - value)
|
b0fe1817
zhouahaihai
冒险分数
|
398
|
|
46fac6f1
zhouahaihai
酱料
|
399
|
if self.hp == 0 then
|
02c4de8d
zhouahaihai
增加 固有技
|
400
401
402
403
404
|
self:triggerPassive(Passive.SELF_DEAD)
for _, team in ipairs(self:getTeam(1, true)) do
team:triggerPassive(Passive.TEAM_DEAD)
end
|
53e8037e
zhouhaihai
任务
|
405
|
if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
|
b176d7d3
zhouhaihai
冒险成就
|
406
407
|
self.battle.adv:checkAchievement(self.battle.adv.AchievType.KillByBuff, 1, params.buffId)
end
|
d95bc647
zhouhaihai
冒险被动技
|
408
|
self.isDead = true
|
46fac6f1
zhouahaihai
酱料
|
409
|
end
|
02c4de8d
zhouahaihai
增加 固有技
|
410
411
412
413
|
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
|
414
415
416
417
|
end
--恢复
function BaseObject:recover(value, releaser, params)
params = params or {}
|
e10edb5f
zhouahaihai
冒险事件新
|
418
|
value = math.max(0, math.ceil(value))
|
4500c9b8
zhouhaihai
满了不飘字
|
419
|
local old = self.hp
|
46fac6f1
zhouahaihai
酱料
|
420
|
self.hp = math.min(self.hpMax, self.hp + value)
|
4500c9b8
zhouhaihai
满了不飘字
|
421
|
local change = self.hp - old
|
59acc11e
zhouhaihai
赛季更新
|
422
|
if self:is("Player") then
|
4500c9b8
zhouhaihai
满了不飘字
|
423
424
425
|
if change > 0 then
self.battle.adv:pushBackEvent(AdvBackEventType.HpChange, {change = value})
end
|
59acc11e
zhouhaihai
赛季更新
|
426
|
end
|
46fac6f1
zhouahaihai
酱料
|
427
428
|
end
|
42f2d1d3
suhongyang
战斗内技能序列逻辑
|
429
430
431
432
433
|
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
|
434
|
function BaseObject:releaseSkill(skillId, target)
|
36c30c5c
zhouahaihai
冒险
|
435
|
if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
|
d27ad5e0
suhongyang
使用营养技
|
436
|
local skill = Skill.new(self, {id = skillId, target = target})
|
36c30c5c
zhouahaihai
冒险
|
437
|
--返回客户端
|
1b8336a6
suhongyang
skill逻辑与player分开
|
438
|
for _, target in ipairs(skill:getTargets()) do
|
81032a9c
zhouhaihai
抽奖
|
439
|
self.battle.adv:backSkill(self.monsterId, skillId, target.id)
|
36c30c5c
zhouahaihai
冒险
|
440
|
end
|
1b8336a6
suhongyang
skill逻辑与player分开
|
441
|
skill:doEffect()
|
02c4de8d
zhouahaihai
增加 固有技
|
442
443
444
445
446
447
|
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
|
448
449
450
|
end
--0 全部 1 我方 2 敌方
|
53e8037e
zhouhaihai
任务
|
451
|
function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
452
|
mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
|
46fac6f1
zhouahaihai
酱料
|
453
454
455
456
457
458
459
460
461
462
|
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
|
463
|
for _, enemy in pairs(self.battle.enemys[mapIdx]) do
|
46fac6f1
zhouahaihai
酱料
|
464
|
if not noSelf or enemy ~= self then
|
53e8037e
zhouhaihai
任务
|
465
|
if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
|
46fac6f1
zhouahaihai
酱料
|
466
467
468
469
470
471
472
473
474
|
table.insert(team, enemy)
end
end
end
end
if nType == 0 then
addPlayer()
addEnemy()
elseif nType == 1 then
|
b594a026
suhongyang
Fix bug
|
475
|
if not self.monsterId then --玩家
|
46fac6f1
zhouahaihai
酱料
|
476
477
478
479
480
|
addPlayer()
else
addEnemy()
end
elseif nType == 2 then
|
b594a026
suhongyang
Fix bug
|
481
|
if not self.monsterId then --玩家
|
46fac6f1
zhouahaihai
酱料
|
482
483
484
485
486
487
488
489
490
491
|
addEnemy()
else
addPlayer()
end
end
return team
end
function BaseObject:getDB()
local db = {}
|
46fac6f1
zhouahaihai
酱料
|
492
|
db.hp = self.hp
|
ccbafe67
zhouhaihai
冒险神器和buff
|
493
|
local baseAttr = {"atk", "miss", "hit", "def", "hpMax"}
|
46fac6f1
zhouahaihai
酱料
|
494
495
496
497
498
499
500
501
|
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
|
502
|
db.buffs = {}
|
46fac6f1
zhouahaihai
酱料
|
503
504
505
506
507
508
509
|
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
|
510
511
512
513
|
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
|
514
515
|
end
|
3b0526d2
zhouhaihai
冒险demo
|
516
517
518
|
function BaseObject:changeSp()
end
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
519
520
521
522
|
function BaseObject:is(what)
return self["is" .. what] and self["is" .. what](self)
end
|
46fac6f1
zhouahaihai
酱料
|
523
|
local Enemy = class("Enemy", BaseObject)
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
524
|
function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy, mapIdx)
|
46fac6f1
zhouahaihai
酱料
|
525
|
Enemy.super.ctor(self, battle)
|
36c30c5c
zhouahaihai
冒险
|
526
527
|
self.id = mId
self.monsterId = monsterId --数据id
|
46fac6f1
zhouahaihai
酱料
|
528
529
530
|
self.roomId = roomId
self.blockId = blockId
self.lock = lock
|
43babcff
zhouhaihai
优化冒险结构 增加夹层功能
|
531
|
self.mapIdx = mapIdx
|
46fac6f1
zhouahaihai
酱料
|
532
533
|
self:initData(enemy)
end
|
a0834e49
zhouhaihai
增加潜行 功能
|
534
|
function Enemy:unlock()
|
46fac6f1
zhouahaihai
酱料
|
535
536
537
|
self.lock = nil
end
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
538
539
540
541
|
function Enemy:isEnemy()
return true
end
|
7b2dc17c
zhouhaihai
地图 层 buff passive
|
542
543
544
545
|
function Enemy:kill()
self:hurt(self.hp, self.battle.player, {hurtType = 5})
end
|
46fac6f1
zhouahaihai
酱料
|
546
547
548
549
550
551
|
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
|
552
553
|
function Player:initData(data)
Player.super.initData(self, data)
|
386ca58e
zhouhaihai
优化log
|
554
|
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
|
555
|
self.growth = data.growth
|
b53593b5
zhouhaihai
羁绊加成
|
556
|
self.exp = data.exp or 0
|
3b0526d2
zhouhaihai
冒险demo
|
557
|
self.sp = data.sp or 100
|
ccbafe67
zhouhaihai
冒险神器和buff
|
558
559
|
self.spMax = data.spMax or 100
self._spMax = data._spMax or 100
|
b53593b5
zhouhaihai
羁绊加成
|
560
561
562
|
end
function Player:addExp(value)
|
4f0a5fae
zhouhaihai
营养剂
|
563
564
565
566
|
-- 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
|
567
|
if value <= 0 then return end
|
6732f756
zhouhaihai
玩家升级
|
568
569
570
571
572
573
574
575
576
577
578
|
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
|
56484297
zhouhaihai
冒险消息
|
579
580
581
|
self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
|
6732f756
zhouhaihai
玩家升级
|
582
|
if delta > 0 then
|
8781e103
zhouhaihai
冒险 bug
|
583
|
for attr, _ in pairs(AdvAttsEnum) do
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
584
|
self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
|
6732f756
zhouhaihai
玩家升级
|
585
|
end
|
81032a9c
zhouhaihai
抽奖
|
586
|
self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
|
6732f756
zhouhaihai
玩家升级
|
587
588
589
|
end
self.level = level
self.exp = newExp
|
85ded242
zhouhaihai
丰富返回事件
|
590
|
return value
|
b53593b5
zhouhaihai
羁绊加成
|
591
|
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
592
|
--vtype 0/1 值/%
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
593
|
function Player:addBaseAttr(attr, value, vtype, ignoreBack)
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
594
595
596
|
local attrName = attr
if attr == "hp" then
attrName = "hpMax"
|
e1679483
zhouhaihai
bug
|
597
|
elseif attr == "sp" then
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
|
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
|
618
619
620
621
|
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
|
622
|
end
|
b53593b5
zhouhaihai
羁绊加成
|
623
|
|
3b0526d2
zhouhaihai
冒险demo
|
624
625
|
--cType 0 or nil 值 1 百分比
function Player:changeSp(value, cType)
|
85ded242
zhouhaihai
丰富返回事件
|
626
|
local oldSp = self.sp
|
3b0526d2
zhouhaihai
冒险demo
|
627
|
cType = cType or 0
|
cac28f5f
zhouhaihai
魔力改变
|
628
|
local change = 0
|
3b0526d2
zhouhaihai
冒险demo
|
629
|
if cType == 0 then
|
cac28f5f
zhouhaihai
魔力改变
|
630
|
change = value
|
3b0526d2
zhouhaihai
冒险demo
|
631
|
elseif cType == 1 then
|
cac28f5f
zhouhaihai
魔力改变
|
632
|
change = self.sp * value / 100
|
3b0526d2
zhouhaihai
冒险demo
|
633
|
end
|
cac28f5f
zhouhaihai
魔力改变
|
634
635
636
|
self.sp = math.floor(math.min(self.spMax, math.max(0, self.sp + change)))
if change ~= 0 then
self.battle.adv:pushBackEvent(AdvBackEventType.SpChange, {change = math.floor(change)})
|
81032a9c
zhouhaihai
抽奖
|
637
|
end
|
3b0526d2
zhouhaihai
冒险demo
|
638
639
|
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
640
|
-- 重新计算 魔法上限
|
3df73a9e
zhouhaihai
复兴奖励
|
641
|
function Player:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
642
643
644
645
646
647
648
|
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
|
649
650
651
|
--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
|
652
|
if not buff.isDel and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
|
e90b4d20
zhouhaihai
战斗buff
|
653
654
655
656
|
buff:effect()
end
end
end
|
3b0526d2
zhouhaihai
冒险demo
|
657
|
|
596ac19f
zhouhaihai
buff
|
658
|
function Player:afterLayer()
|
7b2dc17c
zhouhaihai
地图 层 buff passive
|
659
660
661
662
663
|
for _, passive in ipairs(self.passives) do
if not passive.isDel then
passive:afterLayer()
end
end
|
596ac19f
zhouhaihai
buff
|
664
665
666
667
668
|
for _, buff in ipairs(self.buffs) do
if not buff.isDel then
buff:afterLayer()
end
end
|
7b2dc17c
zhouhaihai
地图 层 buff passive
|
669
670
|
self:clearRound()
|
596ac19f
zhouhaihai
buff
|
671
672
|
end
|
e852b350
zhouhaihai
冒险成就类型增加
|
673
|
function Player:addBuff(buffId, releaser)
|
c5d9338f
zhouhaihai
通用方法 异常
|
674
675
676
677
|
local status = Player.super.addBuff(self, buffId, releaser)
if status then
self.battle.player:attrChangeCondBuffCheck(2, buffId)
self.battle.adv:checkAchievement(self.battle.adv.AchievType.GetBuff, 1, buffId)
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
678
|
self.battle.adv:pushBackEvent(AdvBackEventType.Buff, {buffId = buffId})
|
c5d9338f
zhouhaihai
通用方法 异常
|
679
680
|
end
return status
|
e852b350
zhouhaihai
冒险成就类型增加
|
681
682
|
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
683
684
685
686
687
688
689
690
691
692
693
|
function Player:attrChangeCondBuffCheck(etype, cond)
local effect = {}
for _, buff in ipairs(self.buffs) do
if not buff.isDel and (buff:getType() == Buff.ATTR_CHANGE_COND) then
local _et, _attr, _co = buff:getEffectBy()
if etype == _et and (not _co or _co == cond) then
effect[_attr] = 1
end
end
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
694
695
696
697
698
699
700
701
702
|
for attrName, _ in pairs(effect) do
if attrName == "hp" then
self:reSetHpMax()
else
self:reSetAttr(attrName)
end
end
end
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
703
704
705
706
|
function Player:isPlayer()
return true
end
|
b53593b5
zhouhaihai
羁绊加成
|
707
708
|
function Player:getDB()
local db = Player.super.getDB(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
709
|
for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
|
b53593b5
zhouhaihai
羁绊加成
|
710
711
|
db[field] = self[field]
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
712
|
db["_spMax"] = self._spMax
|
b53593b5
zhouhaihai
羁绊加成
|
713
714
715
|
return db
end
|
9687f887
zhouhaihai
建筑被动
|
716
717
718
719
720
721
|
-- 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
|
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
|
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
|
738
739
740
|
function Build:isBuild()
return true
end
|
9687f887
zhouhaihai
建筑被动
|
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
|
--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
|
773
|
function Build:unlock()
|
9687f887
zhouhaihai
建筑被动
|
774
775
776
|
self.lock = nil
end
|
26aeaf48
zhouhaihai
bug
|
777
|
function Build:getDB()
|
9687f887
zhouhaihai
建筑被动
|
778
779
780
781
782
783
784
|
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
|
785
786
|
|
26aeaf48
zhouhaihai
bug
|
787
|
return table.pack(Player, Enemy, Build)
|