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src/adv/AdvBuff.lua 11.4 KB
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  local Buff = class("Buff")
  
  Buff.HP_CHANGE = 1  --生命变化(每回合生效)
  Buff.HP_MAX_CHANGE = 2	--生命上限变化(状态)
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  Buff.ATTR_CHANGE = 3 --属性变化(状态)
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  Buff.IMMNUE_ATK = 4 -- 免疫普通攻击
  Buff.BACK_HURT = 5 -- 伤害反弹
  Buff.HURT_CHANGE = 6 -- 伤害变化
  Buff.INJURED_CHANGE = 7 -- 受伤变化
  Buff.HURT_TRANSFER = 8 -- 侍宠(转移自己受到的伤害)
  Buff.HURT_ABSORB = 9 -- 舍身(吸收他人受到的伤害)
  Buff.CANT_BACK_ATK = 10 -- 无法反击
  Buff.IMMNUE_BUFF = 11 -- 免疫buff
  Buff.CLEAR_BUFF = 12 -- 清除buff
  Buff.CANT_SKILL = 13 -- 禁止技能
  Buff.OPEN_BLOCK = 14 -- 翻开格子(每回合)
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  Buff.POWER_CHANGE = 15 -- MP变化(每回合)
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  Buff.HP_CHANGE_NOW = 16 -- 生命变化(每回合生效,立刻生效)
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  --角色一些属性的变化
  local function commonAttr(_Buff, attrName)
  	_Buff._init = function(self, data) --初始化变化值
  		self.owner:reSetAttr(attrName)
  	end
  	_Buff._effectValue = function(self)
  		return self.buffData.effectValue1, self.buffData.effectValue2
  	end
  	_Buff._endBuff = function(self, data)
  		self.owner:reSetAttr(attrName)
  	end
  end
  
  local BuffFactory = {
  	[Buff.HP_CHANGE] = function(_Buff)
  		_Buff._init = function(self, data) --初始化变化值
  			self._changeV = 0
  			if self.buffData.effectValue1 == 0 then --固定值
  				self._changeV = self.buffData.effectValue2
  			elseif self.buffData.effectValue1 == 1 then
  				local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release
  				local attrs = {[0] = "hp", [1] = "hpMax", [2] = "atk"}
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  				self._changeV = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
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  			end
  			if self._changeV < 0 then
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  				if self.release then
  					self._changeV = -self.release:getHurtValue(-self._changeV)
  				end
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  			end
  		end
  		_Buff._initDB = function(self, data) 
  			self._changeV = data.cv
  		end
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  		_Buff._afterRound = function(self)
  			local value = self:effect()
  			if value > 0 then
  				self.owner:recover(value, self.release)
  			elseif value < 0 then
  				self.owner:hurt(-value, self.release, {hurtType = 2})
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  			end
  		end
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  		_Buff._afterTurn = function(self)
  			local value = self:effect()
  			if value > 0 then
  				self.owner:recover(value, self.release)
  			elseif value < 0 then
  				self.owner:hurt(-value, self.release, {hurtType = 2})
  			end
  		end
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  		_Buff._effectValue = function(self)
  			return self._changeV
  		end
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  		_Buff._getDB = function(self)
  			return {cv = self._changeV}
  		end
  	end,
  
  	[Buff.HP_MAX_CHANGE] = function(_Buff)
  		_Buff._init = function(self, data) --初始化变化值
  			self._changeV = 0
  			if self.buffData.effectValue1 == 0 then --固定值
  				self._changeV = self.buffData.effectValue2
  			elseif self.buffData.effectValue1 == 1 then
  				local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release
  				local attrs = {[0] = "hp", [1] = "hpMax", [2] = "atk"}
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  				self._changeV = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
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  			end
  			local old = self.owner.hpMax
  			self.owner.hpMax = math.max(1, self.owner.hpMax + self._changeV)
  			self._changeV = self.owner.hpMax - old
  			if self._changeV > 0 then
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  				self.owner:recover(self._changeV, self.release) -- 防止release不存在,地图点buff
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  			elseif self._changeV < 0 then
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  				self.owner:hurt(self.release and self.release:getHurtValue(-self._changeV) or -self._changeV, self.release, {hurtType = 2})
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  				self.owner.hp = math.min(self.owner.hpMax, self.owner.hp)
  			end
  		end
  		_Buff._initDB = function(self, data)
  			self._changeV = data.cv
  		end
  		_Buff._endBuff = function(self, data)
  			if self._changeV then
  				self.owner.hpMax = math.max(1, self.owner.hpMax - self._changeV)
  				self.owner.hp = math.min(self.owner.hpMax, self.owner.hp)
  			end
  		end
  		_Buff._getDB = function(self)
  			return {cv = self._changeV}
  		end
  	end,
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  	[Buff.ATTR_CHANGE] = function(_Buff)
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  		local attrName = AttsEnumEx[_Buff.buffData.effectValue3]
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  		commonAttr(_Buff, attrName)
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  	end,
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  	[Buff.BACK_HURT] = function(_Buff)
  		_Buff._effectValue = function(self)
  			return self.buffData.effectValue1, self.buffData.effectValue2, self.buffData.effectValue3
  		end
  	end,
  
  	[Buff.HURT_CHANGE] = function(_Buff)
  		_Buff._effectValue = function(self)
  			return self.buffData.effectValue1, self.buffData.effectValue2
  		end
  	end,
  
  	[Buff.INJURED_CHANGE] = function(_Buff)
  		_Buff._effectValue = function(self)
  			return self.buffData.effectValue1, self.buffData.effectValue2
  		end
  	end,
  
  	[Buff.HURT_TRANSFER] = function(_Buff)
  		_Buff._effectValue = function(self)
  			return self.buffData.effectValue1, self.buffData.effectValue2
  		end
  	end,
  
  	[Buff.HURT_ABSORB] = function(_Buff)
  		_Buff._effectValue = function(self)
  			return self.buffData.effectValue1, self.buffData.effectValue2
  		end
  	end,
  
  	[Buff.IMMNUE_BUFF] = function(_Buff)
  		_Buff._init = function(self, data)
  			self.count = self.buffData.effectValue3
  		end
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  		_Buff._canEffect = function(self, buffId, buffGroup)
  			local cType, aim = self.buffData.effectValue1, self.buffData.effectValue2
  			if (cType == 0 and buffId == aim) or (cType == 1 and buffGroup == aim) then
  				return true
  			end
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  		end
  	end,
  
  	[Buff.CLEAR_BUFF] = function(_Buff)
  		_Buff._init = function(self, data)
  			self.count = self.buffData.effectValue3
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  			for _, buff in ipairs(self.buffs) do -- 挂上就清除一下子
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  				if not buff.isDel and self:canEffect(buff.id, buff:getGroup()) then
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  					buff.isDel = true
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  					self:effect()
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  				end
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  			end 
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  		end
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  		_Buff._canEffect = function(self, buffId, buffGroup)
  			local cType, aim = self.buffData.effectValue1, self.buffData.effectValue2
  			if (cType == 0 and buffId == aim) or (cType == 1 and buffGroup == aim) then
  				return true
  			end
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  		end
  	end,
  
  	[Buff.OPEN_BLOCK] = function(_Buff)
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  		_Buff._afterRound = function(self)
  			local roomNum = self:effect()
  			self.owner.battle.adv:openBlockRand(roomNum)
  		end
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  		_Buff._afterTurn = function(self)
  			local roomNum = self:effect()
  			self.owner.battle.adv:openBlockRand(roomNum)
  		end
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  		_Buff._effectValue = function(self)
  			return self.buffData.effectValue1
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  		end
  	end,
  
  	[Buff.POWER_CHANGE] = function(_Buff)
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  		--cType 0 or nil  值  1 百分比
  		_Buff._afterRound = function(self)
  			local value, cType = self:effect()
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  			self.owner.battle.adv:changePower(value, cType)
  		end
  		_Buff._afterTurn = function(self)
  			local value, cType = self:effect()
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  			self.owner.battle.adv:changePower(value, cType)
  		end
  		_Buff._effectValue = function(self)
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  			return self.buffData.effectValue2, self.buffData.effectValue1
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  		end
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  	end,
  	[Buff.HP_CHANGE_NOW] = function(_Buff)
  		_Buff._init = function(self, data) --初始化变化值
  			self._changeV = 0
  			if self.buffData.effectValue1 == 0 then --固定值
  				self._changeV = self.buffData.effectValue2
  			elseif self.buffData.effectValue1 == 1 then
  				local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release
  				local attrs = {[0] = "hp", [1] = "hpMax", [2] = "atk"}
  				self._changeV = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
  			end
  			if self._changeV < 0 then
  				self._changeV = -self.release:getHurtValue(-self._changeV)
  			end
  			self:afterTurn()
  		end
  		_Buff._initDB = function(self, data) 
  			self._changeV = data.cv
  		end
  		_Buff._afterRound = function(self)
  			local value = self:effect()
  			if value > 0 then
  				self.owner:recover(value, self.release)
  			elseif value < 0 then
  				self.owner:hurt(-value, self.release, {hurtType = 2})
  			end
  		end
  		_Buff._afterTurn = function(self)
  			local value = self:effect()
  			if value > 0 then
  				self.owner:recover(value, self.release)
  			elseif value < 0 then
  				self.owner:hurt(-value, self.release, {hurtType = 2})
  			end
  		end
  		_Buff._effectValue = function(self)
  			return self._changeV
  		end
  		_Buff._getDB = function(self)
  			return {cv = self._changeV}
  		end
  	end,
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  }
  
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  function Buff:ctor(owner, id)
  	self.owner = owner
  	self.id = id
  	self.buffData = csvdb["adv_buffCsv"][self.id]
  	self.isDel = false
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  	self.roundSpace = 0 --生效间隔
  	self.turnSpace = 0 --生效间隔
  	self.round = 0 --剩余的回合
  	self.turn = 0  --剩余战斗内回合
  	self.count = -1 -- 可生效的次数  -1 无次数限制
  
  	if BuffFactory[self.buffData.type] then
  		BuffFactory[self.buffData.type](self)
  	end
  end
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  function Buff.create(owner, release, data)
  	local buff = Buff.new(owner, data.id)
  	buff:initNew(release, data)
  	return buff
  end
  
  function Buff.load(owner, data)
  	local buff = Buff.new(owner, data.id)
  	buff:initByDB(data)
  	return buff
  end
  
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  function Buff:initNew(release, data)
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  	self.release = release or self.owner
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  	self.round = self.buffData.round
  	self.turn = self.buffData.turn
  	if self.buffData.effectTime > 0 then
  		self.count = self.buffData.effectTime
  	end
  	if self._init then
  		self:_init(data)
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  	end
  end
  
  function Buff:initByDB(data)
  	if data.rele then
  		if data.rele == 0 then
  			self.release = self.owner.battle.player
  		else
  			self.release = self.owner.battle:getEnemyById(data.rele)
  		end
  	end
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  	self.round = data.round
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  	self.roundSpace = data.roundSp -- 可以优化为0的时候不记录
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  	if data.count then
  		self.count = data.count
  	end
  
  	if self._initDB then
  		self:_initDB(data)
  	end
  end
  
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  function Buff:battleEnd()
  	if self.buffData.turn ~= 0 then
  		self.isDel = true -- turn类型buff战斗结束后移除
  	end
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  end
  
  function Buff:beforeTurn()
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  	if self.isDel or self.owner.isDead or self.buffData.turn == 0 then return end
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  	if self.turnSpace > 0 then
  		return
  	end
  	if self._beforeTurn then
  		self:_beforeTurn()
  	end
  end
  
  function Buff:afterTurn()
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  	if self.isDel or self.owner.isDead or self.buffData.turn == 0 then return end
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  	if self.turnSpace > 0 then
  		self.turnSpace = self.turnSpace - 1
  		self:decTurn()
  		return
  	end
  	if self._afterTurn then
  		self:_afterTurn()
  	end
  	if self.buffData.turnTime > 0 then
  		self.turnSpace = self.buffData.turnTime
  	end
  	self:decTurn()
  end
  
  function Buff:decTurn()
  	if self.buffData.turn == 0 then
  		return
  	end
  	self.turn = self.turn - 1
  	if self.turn <= 0 then
  		self.isDel = true
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  	end
  end
  
  function Buff:afterRound()
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  	if self.isDel or self.owner.isDead or self.buffData.round == 0 then return end
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  	if self.roundSpace > 0 then
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  		self.roundSpace = self.roundSpace - 1
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  		self:decRound()
  		return
  	end
  	if self._afterRound then
  		self:_afterRound()
  	end
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  	if self.buffData.roundTime > 0 then
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  		self.roundSpace = self.buffData.roundTime
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  	end
  	self:decRound()
  end
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  function Buff:decRound()
  	if self.buffData.round == 0 then
  		return
  	end
  	self.round = self.round - 1
  	if self.round <= 0 then
  		self.isDel = true
  	end
  end
  
  function Buff:canEffect(...)
  	if not self._canEffect then
  		return true
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  	end
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  	return self:_canEffect(...)
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  end
  
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  function Buff:effect()
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  	self:decCount()
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  	if self._effectValue then
  		return self:_effectValue()
  	end
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  end
  --删除buff 时调用
  function Buff:endBuff()
  	if self._endBuff then
  		self:_endBuff()
  	end
  end
  
  function Buff:getType()
  	return self.buffData.type
  end
  
  function Buff:decCount()
  	if self.count == -1 then return end
  	self.count = self.count - 1
  	if self.count <= 0 then
  		self.isDel = true
  	end
  end
  
  function Buff:getGroup()
  	return self.buffData.group
  end
  
  function Buff:getDB()
  	local db = {}
  	if self._getDB then
  		db = self:_getDB()
  	end
  	db.id = self.id
  	if self.release and not self.release.isDead then
  		db.rele = self.release.id or 0 --释放者的id  (0 为玩家)  (不存在 则释放者不存在或者已经死亡)
  	end
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  	if self.buffData.round ~= 0 then
  		db.round = self.round
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  	end
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
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  	db.roundSp = self.roundSpace
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  	if self.count ~= -1 then
  		db.count = self.count
  	end
  	return db
  end
  
  return Buff