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src/adv/AdvPlayer.lua 20.4 KB
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  -- 角色
  local Buff = require "adv.AdvBuff"
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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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  	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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  	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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  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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  			local buff = self.buffs[i]
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  			table.remove(self.buffs, i)
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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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  	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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  	if self:getPassiveById(skillId) then return end -- 被动技不能重复
  
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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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  	return 999
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  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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  function BaseObject:addBuff(buffId, releaser)
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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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  			if buff:canEffect(buffId) then
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  				buff:effect()
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  				return
  			end
  		end
  	end
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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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  			releaseId = releaser and releaser.monsterId or nil
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  		}) then return end
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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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  	self:triggerPassive(Passive.GET_BUFF, {buffId = buffId})
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  	return true
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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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  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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  			table.remove(self.buffs, idx)
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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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  	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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  			return buff
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  		end
  	end
  end
  
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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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  			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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  			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
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  		if not buff.isDel and buff:getType() == Buff.Buff_EFFECT_CHANGE then
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  			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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  --重新计算属性
  function BaseObject:reSetAttr(field)
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  	local old = self[field]
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  	self[field] = self["_" .. field] --重置一下
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  	local effect = self:getAttrBuffChange(field)
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  	self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
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  	local delta = self[field] - old
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  end
  
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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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  	local effect = self:getAttrBuffChange("hp")
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  	self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1])
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  	self.hpMax = math.ceil(math.max(1, self.hpMax))
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  	self.hp = math.min(self.hpMax, self.hp)
  end
  
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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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  	return math.max(0, (value - self.def + injuredChange[0]) * (1 + injuredChange[1]))
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  end
  
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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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  -- 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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  --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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  	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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  		for _, team in ipairs(self:getTeam(1, true)) do
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  			team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser, buffId = params.buffId})
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  		end
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  	end
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  	if params.hurtType ~= 5 and params.hurtType ~= 6 then
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  		if not params.hurtType or params.hurtType ~= 4 then
  			value = self:getInjuredValue(value) --减伤计算
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  		end
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  		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
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  		end
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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~
d232676a   zhouhaihai   功能解锁 冒险返回
387
388
389
390
  	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
391
392
393
394
395
  	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
396
  	self.hp = math.max(0, self.hp - value)
b0fe1817   zhouahaihai   冒险分数
397
  
46fac6f1   zhouahaihai   酱料
398
  	if self.hp == 0 then
02c4de8d   zhouahaihai   增加 固有技
399
400
401
402
403
  		self:triggerPassive(Passive.SELF_DEAD)
  		for _, team in ipairs(self:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_DEAD)
  		end
  
53e8037e   zhouhaihai   任务
404
  		if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
b176d7d3   zhouhaihai   冒险成就
405
406
  			self.battle.adv:checkAchievement(self.battle.adv.AchievType.KillByBuff, 1, params.buffId)
  		end
d95bc647   zhouhaihai   冒险被动技
407
  		self.isDead = true
46fac6f1   zhouahaihai   酱料
408
  	end
02c4de8d   zhouahaihai   增加 固有技
409
410
411
412
  	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
413
414
415
416
  end
  --恢复
  function BaseObject:recover(value, releaser, params)
  	params = params or {}
e10edb5f   zhouahaihai   冒险事件新
417
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
418
  	self.hp = math.min(self.hpMax, self.hp + value)
59acc11e   zhouhaihai   赛季更新
419
420
421
  	if self:is("Player") then
  		self.battle.adv:pushBackEvent(AdvBackEventType.HpChange, {change = value})
  	end
46fac6f1   zhouahaihai   酱料
422
423
  end
  
42f2d1d3   suhongyang   战斗内技能序列逻辑
424
425
426
427
428
  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
429
  function BaseObject:releaseSkill(skillId, target)
36c30c5c   zhouahaihai   冒险
430
  	if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
d27ad5e0   suhongyang   使用营养技
431
  	local skill = Skill.new(self, {id = skillId, target = target})
36c30c5c   zhouahaihai   冒险
432
  	--返回客户端
1b8336a6   suhongyang   skill逻辑与player分开
433
  	for _, target in ipairs(skill:getTargets()) do
81032a9c   zhouhaihai   抽奖
434
  		self.battle.adv:backSkill(self.monsterId, skillId, target.id)
36c30c5c   zhouahaihai   冒险
435
  	end
1b8336a6   suhongyang   skill逻辑与player分开
436
  	skill:doEffect()
02c4de8d   zhouahaihai   增加 固有技
437
438
439
440
441
442
  	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
443
444
445
  end
  
  --0 全部  1 我方  2 敌方
53e8037e   zhouhaihai   任务
446
  function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
447
  	mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
46fac6f1   zhouahaihai   酱料
448
449
450
451
452
453
454
455
456
457
  	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
458
  		for _, enemy in pairs(self.battle.enemys[mapIdx]) do
46fac6f1   zhouahaihai   酱料
459
  			if not noSelf or enemy ~= self then 
53e8037e   zhouhaihai   任务
460
  				if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
46fac6f1   zhouahaihai   酱料
461
462
463
464
465
466
467
468
469
  					table.insert(team, enemy)
  				end
  			end
  		end
  	end
  	if nType == 0 then
  		addPlayer()
  		addEnemy()
  	elseif nType == 1 then
b594a026   suhongyang   Fix bug
470
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
471
472
473
474
475
  			addPlayer()
  		else
  			addEnemy()
  		end
  	elseif nType == 2 then
b594a026   suhongyang   Fix bug
476
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
477
478
479
480
481
482
483
484
485
486
  			addEnemy()
  		else
  			addPlayer()
  		end
  	end
  	return team
  end
  
  function BaseObject:getDB()
  	local db = {}
46fac6f1   zhouahaihai   酱料
487
  	db.hp = self.hp
ccbafe67   zhouhaihai   冒险神器和buff
488
  	local baseAttr = {"atk", "miss", "hit", "def", "hpMax"}
46fac6f1   zhouahaihai   酱料
489
490
491
492
493
494
495
496
  	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
497
  	db.buffs = {}
46fac6f1   zhouahaihai   酱料
498
499
500
501
502
503
504
  	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
505
506
507
508
  	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
509
510
  end
  
3b0526d2   zhouhaihai   冒险demo
511
512
513
  function BaseObject:changeSp()
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
514
515
516
517
  function BaseObject:is(what)
  	return self["is" .. what] and self["is" .. what](self)
  end
  
46fac6f1   zhouahaihai   酱料
518
  local Enemy = class("Enemy", BaseObject)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
519
  function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy, mapIdx)
46fac6f1   zhouahaihai   酱料
520
  	Enemy.super.ctor(self, battle)
36c30c5c   zhouahaihai   冒险
521
522
  	self.id = mId
  	self.monsterId = monsterId  --数据id
46fac6f1   zhouahaihai   酱料
523
524
525
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
526
  	self.mapIdx = mapIdx
46fac6f1   zhouahaihai   酱料
527
528
  	self:initData(enemy)
  end
a0834e49   zhouhaihai   增加潜行 功能
529
  function Enemy:unlock()
46fac6f1   zhouahaihai   酱料
530
531
532
  	self.lock = nil
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
533
534
535
536
  function Enemy:isEnemy()
  	return true
  end
  
7b2dc17c   zhouhaihai   地图 层 buff passive
537
538
539
540
  function Enemy:kill()
  	self:hurt(self.hp, self.battle.player, {hurtType = 5})
  end
  
46fac6f1   zhouahaihai   酱料
541
542
543
544
545
546
  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
547
548
  function Player:initData(data)
  	Player.super.initData(self, data)
386ca58e   zhouhaihai   优化log
549
  	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
550
  	self.growth = data.growth
b53593b5   zhouhaihai   羁绊加成
551
  	self.exp = data.exp or 0
3b0526d2   zhouhaihai   冒险demo
552
  	self.sp = data.sp or 100
ccbafe67   zhouhaihai   冒险神器和buff
553
554
  	self.spMax = data.spMax or 100
  	self._spMax = data._spMax or 100
b53593b5   zhouhaihai   羁绊加成
555
556
557
  end
  
  function Player:addExp(value)
4f0a5fae   zhouhaihai   营养剂
558
559
560
561
  	-- 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
562
  	if value <= 0 then return end
6732f756   zhouhaihai   玩家升级
563
564
565
566
567
568
569
570
571
572
573
  	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
574
575
576
  
  	self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
  
6732f756   zhouhaihai   玩家升级
577
  	if delta > 0 then
8781e103   zhouhaihai   冒险 bug
578
  		for attr, _ in pairs(AdvAttsEnum) do
d232676a   zhouhaihai   功能解锁 冒险返回
579
  			self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
6732f756   zhouhaihai   玩家升级
580
  		end
81032a9c   zhouhaihai   抽奖
581
  		self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
6732f756   zhouhaihai   玩家升级
582
583
584
  	end
  	self.level = level
  	self.exp = newExp
85ded242   zhouhaihai   丰富返回事件
585
  	return value
b53593b5   zhouhaihai   羁绊加成
586
  end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
587
  --vtype 0/1 值/%
d232676a   zhouhaihai   功能解锁 冒险返回
588
  function Player:addBaseAttr(attr, value, vtype, ignoreBack)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
589
590
591
  	local attrName = attr
  	if attr == "hp" then
  		attrName = "hpMax"
e1679483   zhouhaihai   bug
592
  	elseif attr == "sp" then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
  		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
613
614
615
616
  
  	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
617
  end
b53593b5   zhouhaihai   羁绊加成
618
  
3b0526d2   zhouhaihai   冒险demo
619
620
  --cType 0 or nil  值  1 百分比
  function Player:changeSp(value, cType)
85ded242   zhouhaihai   丰富返回事件
621
  	local oldSp = self.sp
3b0526d2   zhouhaihai   冒险demo
622
  	cType = cType or 0
cac28f5f   zhouhaihai   魔力改变
623
  	local change = 0
3b0526d2   zhouhaihai   冒险demo
624
  	if cType == 0 then
cac28f5f   zhouhaihai   魔力改变
625
  		change = value
3b0526d2   zhouhaihai   冒险demo
626
  	elseif cType == 1 then
cac28f5f   zhouhaihai   魔力改变
627
  		change = self.sp * value / 100
3b0526d2   zhouhaihai   冒险demo
628
  	end
cac28f5f   zhouhaihai   魔力改变
629
630
631
  	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
632
  	end
3b0526d2   zhouhaihai   冒险demo
633
634
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
635
  -- 重新计算 魔法上限
3df73a9e   zhouhaihai   复兴奖励
636
  function Player:reSetSpMax()
ccbafe67   zhouhaihai   冒险神器和buff
637
638
639
640
641
642
643
  	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
644
645
646
  --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
647
  		if not buff.isDel and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
e90b4d20   zhouhaihai   战斗buff
648
649
650
651
  			buff:effect()
  		end
  	end
  end
3b0526d2   zhouhaihai   冒险demo
652
  
596ac19f   zhouhaihai   buff
653
  function Player:afterLayer()
7b2dc17c   zhouhaihai   地图 层 buff passive
654
655
656
657
658
  	for _, passive in ipairs(self.passives) do
  		if not passive.isDel then
  			passive:afterLayer()
  		end
  	end
596ac19f   zhouhaihai   buff
659
660
661
662
663
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel then
  			buff:afterLayer()
  		end
  	end	
7b2dc17c   zhouhaihai   地图 层 buff passive
664
665
  
  	self:clearRound()
596ac19f   zhouhaihai   buff
666
667
  end
  
e852b350   zhouhaihai   冒险成就类型增加
668
  function Player:addBuff(buffId, releaser)
c5d9338f   zhouhaihai   通用方法 异常
669
670
671
672
  	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
673
  		self.battle.adv:pushBackEvent(AdvBackEventType.Buff, {buffId = buffId})
c5d9338f   zhouhaihai   通用方法 异常
674
675
  	end
  	return status
e852b350   zhouhaihai   冒险成就类型增加
676
677
  end
  
b71a8190   zhouhaihai   动态改变 一些buff
678
679
680
681
682
683
684
685
686
687
688
  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
689
690
691
692
693
694
695
696
697
  	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
698
699
700
701
  function Player:isPlayer()
  	return true
  end
  
b53593b5   zhouhaihai   羁绊加成
702
703
  function Player:getDB()
  	local db = Player.super.getDB(self)
ccbafe67   zhouhaihai   冒险神器和buff
704
  	for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
b53593b5   zhouhaihai   羁绊加成
705
706
  		db[field] = self[field]
  	end
ccbafe67   zhouhaihai   冒险神器和buff
707
  	db["_spMax"] = self._spMax
b53593b5   zhouhaihai   羁绊加成
708
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  	return db
  end
  
9687f887   zhouhaihai   建筑被动
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  -- 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
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  	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
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  function Build:isBuild()
  	return true
  end
9687f887   zhouhaihai   建筑被动
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  --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
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  function Build:unlock()
9687f887   zhouhaihai   建筑被动
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  	self.lock = nil
  end
  
26aeaf48   zhouhaihai   bug
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  function Build:getDB()
9687f887   zhouhaihai   建筑被动
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  	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
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26aeaf48   zhouhaihai   bug
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  return table.pack(Player, Enemy, Build)