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src/adv/AdvPlayer.lua 10.7 KB
46fac6f1   zhouahaihai   酱料
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  -- 角色
  local Buff = require "adv.AdvBuff"
  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
  	self.aType = 0 --攻击类型
  	self.lock = nil
  	self.passives = {} --固有技能
  	self.buffs = {} --buff
  	self.isDead = false
  end
  --初始化角色
  function BaseObject:initData(data)
  	self.hpMax = data.hpMax or data.hp
  	self.hp = data.hp
  	--可变化的值
  	self.atk = data.atk
  	self.miss = data.miss
  	self.hit = data.hit
  	--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
  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
  		table.insert(self.passives, Passive.load(self, passive))
  	end
  	for _, buff in ipairs(data.buffs or {}) do
  		table.insert(self.buffs, Buff.load(self, buff))
  	end
  end
  
  function BaseObject:afterRound()
  	for _, passive in ipairs(self.passives) do
  		passive:afterRound(self)
  	end
  	for _, buff in ipairs(self.buffs) do
  		buff:afterRound(self)
  	end
  end
  
  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
  			self.buffs[i]:endBuff()
  			table.remove(self.buffs, i)
  		end
  	end
  end
  function BaseObject:clear()
  	self.buffs = {}
  	self.passives = {}
  end
  
  function BaseObject:addBuff(buffId, releaser)
  	local buffData = csvdb["adv_buffCsv"][buffId]
  	if not buffData then return end
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and (buff:getType() == CLEAR_BUFF or buff:getType() == IMMNUE_BUFF) then
  			local cType, aim = buff:effectValue() -- 0=buffid 1=buff组
  			if (cType == 0 and buffId == aim) or (cType == 1 and buffData.group == aim) then  -- buff 剔除
  				buff:decCount() --减少次数
  				return
  			end
  		end
  	end
  	table.insert(self.buffs, Buff.create(self, releaser, {id = buffId}))
  end
  
  function BaseObject:hadBuff(bType)
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == bType then
  			return true
  		end
  	end
  end
  
  -- 通用的buff 效果汇总  -- 0 固定 1百分比  两种分类
  function BaseObject:getCommonBuffEffect(bType)
  	local effect, count = {[0] = 0, [1] = 0}, 0
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == bType then
  			local cType, value = buff:effectValue()
  			if cType then
  				change[cType] = change[cType] + value
  				count = count + 1
  			end
  		end
  	end
  	return effect, count --效果 和生效的buff 个数
  end
  --伤害反弹
  function BaseObject:getBackHurtBuff(isAtk)
  	local effect = {[0] = 0, [1] = 0}
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.BACK_HURT then
  			local cType, value, aType = buff:effectValue()  --  aType 0 全部  1 普通攻击
  			if cType then
  				if aType == 0 or isAtk then
  					change[cType] = change[cType] + value
  				end
  			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
  --重新计算属性
  function BaseObject:reSetAttr(field)
  	self[field] = self["_" .. field] --重置一下
  	local fieldToBuff = {atk = Buff.IMMNUE_ATK, hit = Buff.HIT_CHANGE, miss = Buff.MISS_CHANGE}
  	local effect = self:getCommonBuffEffect(fieldToBuff[field])
  	self[field] = (self[field] + effect[0]) * (1 + effect[1])
  end
  
  --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()
  	return math.max(0, (value + injuredChange[0]) * (1 + injuredChange[1]))
  end
  
  --最终伤害 = [ 敌方攻击 * (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
  -- params   -- hurtType  1 普攻伤害  2 buff伤害  3 反弹伤害
  --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 {}
  	if params.hurtType and params.hurtType == 1 then
  		if self:hadBuff(Buff.IMMNUE_ATK) then return end --无视普通攻击
  		
  		local hit = releaser.hit - self.miss  --命中率
  		if hit < math.randomInt(1, 100) then --miss
  			return
  		end
  	end
  
  	value = self:getInjuredValue(value) --减伤计算
  	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
  	end
  	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
  			end
  		end
  	end
  
  	value = math.max(0, value)
  	if value == 0 then return end
  	-- 反弹伤害
  	if params.hurtType ~= 3 and releaser and not releaser.isDead then
  		local backEffect = self:getBackHurtBuff(params.hurtType == 1)
  		local backValue = math.max(0, value * backEffect[1] + backEffect[0])
  		releaser:hurt(backValue, releaser, {hurtType = 3})
  	end
  
  	--受伤了~
  	self.hp = math.max(0, self.hp - value)
  	if self.hp == 0 then
  		self.isDead = true
  	end
  end
  --恢复
  function BaseObject:recover(value, releaser, params)
  	params = params or {}
  	value = math.max(0, value)
  	self.hp = math.min(self.hpMax, self.hp + value)
  end
  
  function BaseObject:releaseSkill(skillId, skillLevel, target)
  	skillLevel = skillLevel or 1
  	local skillData = csvdb["adv_skillCsv"][skillId][skillLevel or 1]
  	local targetChoose = skillData.target:toArray(true, "=")
  	local targetNum = skillData.targetNum:toArray(true, "=")
  	--确定目标
  	local targets = {}
  	if targetChoose[1] == 0 then --选定一个
  		assert(target, "error " .. self.class.__cname .. "  releaseSkill id: " .. skillId .." targetChoose==0 but no target")
  		table.insert(targets, target)
  	elseif targetChoose[1] == 1 then --全部
  		if not targetChoose[2] or targetChoose[2] == 0 then
  			targets = self:getTeam(0)
  		else --指定 monsterId
  			local team = self:getTeam(0)
  			for _, one in pairs(team) do
  				if one.monsterId and one.monsterId == targetChoose[2] then
  					table.insert(targets, one)
  				end
  			end
  		end
  	elseif targetChoose[1] == 2 then -- 我方
  		if targetChoose[2] == 1 then
  			table.insert(targets, self)
  		elseif targetChoose[2] == 2 then
  			targets = self:getTeam(1, true)
  		elseif targetChoose[2] == 3 then
  			targets = self:getTeam(1)
  		end 
  	elseif targetChoose[1] == 3 then -- 敌方
  		targets = self:getTeam(2)
  	end
  
  	if targetChoose[1] ~= 0 then  -- 不是指定一个的进行 排序 和 数量筛选
  		local tempT = targets
  		local targets = {}
  		local function randNum(isSort) 
  			if #tempT <= targetNum[2] then
  				targets = tempT
  				return
  			end 
  			if isSort then
  				for i = 1, targetNum[2] do
  					table.insert(targets, tempT[i])
  				end
  			else
  				for i = 1, targetNum[2] do
  					local idx = math.randomInt(1, #tempT)
  					table.insert(targets, tempT[idx])
  					table.remove(tempT, idx)
  				end
  			end
  		end
  		if targetNum[1] == 0 then --任意排序
  			randNum(false)
  		elseif targetNum[1] == 1 then --血量从低到高
  			table.sort(tempT, function(o1, o2)
  				return o1.hp < o2.hp
  			end)
  			randNum(true)
  		elseif targetNum[1] == 2 then --血量从高到低
  			table.sort(tempT, function(o1, o2)
  				return o1.hp > o2.hp
  			end)
  			randNum(true)
  		else
  			targets = tempT  --all
  		end
  	end
  	-- 增加buff
  	for _, buffId in ipairs(skillData.selfbuff:toArray(true, "=")) do
  		self:addBuff(buffId, self)
  	end
  
  	for _, buffId in ipairs(skillData.targetbuff:toArray(true, "=")) do
  		for _, target_ in ipairs(targets) do
  			target_:addBuff(buffId, self)
  		end
  	end
  end
  
  --0 全部  1 我方  2 敌方
  function BaseObject:getTeam(nType, noSelf)
  	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) do
  			if not noSelf or enemy ~= self then 
  				if not enemy.isDead and 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
  		if self.class == Player then --玩家
  			addPlayer()
  		else
  			addEnemy()
  		end
  	elseif nType == 2 then
  		if self.class == Player then --玩家
  			addEnemy()
  		else
  			addPlayer()
  		end
  	end
  	return team
  end
  
  function BaseObject:getDB()
  	local db = {}
  	db.hpMax = self.hpMax
  	db.hp = self.hp
  	local baseAttr = {"atk", "miss", "hit"}
  	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
  	db.buff = {}
  	for _, buff in ipairs(self.buffs) do
  		table.insert(db.buffs, buff:getDB())
  	end
  	return db
  end
  
  function BaseObject:triggerPassive(condType, params)
  	
  end
  
  local Enemy = class("Enemy", BaseObject)
  function Enemy:ctor(battle, monsterId, id, roomId, blockId, lock, enemy)
  	Enemy.super.ctor(self, battle)
  	self.id = id
  	self.monsterId = monsterId
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
  	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
  
  return Player, Enemy