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src/adv/AdvPlayer.lua 17 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()
  	for _, passive in ipairs(self.passives) do
  		passive:afterRound(self)
  	end
  	for _, buff in ipairs(self.buffs) do
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  		buff:afterRound()
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  	end
  end
  
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  function BaseObject:clearRound()
  	for i = #self.passives, 1, -1 do
  		if self.passives[i].isDel then
  			self.passives[i]:endPassive()
  			table.remove(self.passives, i)
  		end
  	end
  	for i = #self.buffs, 1, -1 do
  		if self.buffs[i].isDel then
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  			self.battle.adv:backBuff(self.id, self.buffs[i].id, true)
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  			self.buffs[i]:endBuff()
  			table.remove(self.buffs, i)
  		end
  	end
  end
  function BaseObject:clear()
  	self.buffs = {}
  	self.passives = {}
  end
  
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  function BaseObject:battleBegin()
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  	for _, passive in ipairs(self.passives) do
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  		passive:battleBegin()
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  	end
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  end
  
  function BaseObject:battleEnd()
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  	for _, buff in ipairs(self.buffs) do
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  		buff:battleEnd()
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  	end
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  end
  
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  function BaseObject:addPassive(params)
  	local skillId = params.id
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  	local skillData = csvdb["adv_map_passiveCsv"][skillId]
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  	if not skillData then return end
  	local level = params.level or 1
  	if not skillData[level] then return end
  	table.insert(self.passives, Passive.new(self, { id = skillId, level = level }))
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  	self.battle.adv:backPassive(self.id, skillId)
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  end
  
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  function BaseObject:getPassiveIdx(passive)
  	for idx, passive_ in ipairs(self.passives) do
  		if passive_ == passive then
  			return idx
  		end
  	end
  end
  
  function BaseObject:getDisablePassiveCount()
  	local count = 0
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.DISABLE_BUFF then
  			count = count + buff:effect()
  		end
  	end
  	return count
  end
  
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  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,
  		}) then return end
  		table.insert(self.buffs, Buff.create(self, releaser, {id = buffId}))
  	end
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  	self.battle.adv:backBuff(self.id, buffId)
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  end
  
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  function BaseObject:getBuffById(bId)
  	for idx, buff in ipairs(self.buffs) do
  		if buff.id == bId then
  			return buff
  		end
  	end
  end
  
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  function BaseObject:delBuffById(bId)
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  	for idx, buff in ipairs(self.buffs) do
  		if buff.id == bId then
  			self.battle.adv:backBuff(self.id, buff.id, true)
  			buff:endBuff()
  			table.remove(self.buffs, idx)
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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
  			passive:endPassive()
  			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)
  	local effect = 0
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff_EFFECT_CHANGE then
  			local cType, value = buff:effect()
  			if cType and cType == classify then
  				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
  	if delta ~= 0 then
  		if field == "atk" then
  			self.battle.adv:backAtkChange(self.id, delta)
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  		elseif field == "def" then
  			self.battle.adv:backDefChange(self.id, delta)
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  		end 
  	end
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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")
  	self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1]))
  	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 + injuredChange[0]) * (1 + injuredChange[1]) - self.def)
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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 {}
  	if params.hurtType and params.hurtType == 1 then
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  		releaser:triggerPassive(Passive.SELF_ATK)
  		for _, team in ipairs(releaser:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_ATK)
  		end
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  		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
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  			self.battle.adv:backMiss(self.id)
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  			return
  		end
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  		self:triggerPassive(Passive.SELF_HURT, {trigger = releaser})
  		for _, team in ipairs(self:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser})
  		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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  		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
375
376
377
378
379
  				end
  			end
  		end
  	end
  
e10edb5f   zhouahaihai   冒险事件新
380
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
381
382
  	if value == 0 then return end
  	-- 反弹伤害
12f7b52c   zhouhaihai   冒险战斗
383
  	if params.hurtType ~= 3 and params.hurtType ~= 5 and releaser and not releaser.isDead then
ccbafe67   zhouhaihai   冒险神器和buff
384
  		local backEffect = self:getBackHurtBuff()
46fac6f1   zhouahaihai   酱料
385
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  		local backValue = math.max(0, value * backEffect[1] + backEffect[0])
  		releaser:hurt(backValue, releaser, {hurtType = 3})
  	end
  
  	--受伤了~
36c30c5c   zhouahaihai   冒险
390
  	self.battle.adv:backHpChange(self.id, -value)
46fac6f1   zhouahaihai   酱料
391
  	self.hp = math.max(0, self.hp - value)
b0fe1817   zhouahaihai   冒险分数
392
393
394
395
396
  
  	if self.cutHp then
  		self:cutHp(value)
  	end
  
46fac6f1   zhouahaihai   酱料
397
  	if self.hp == 0 then
02c4de8d   zhouahaihai   增加 固有技
398
399
400
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402
  		self:triggerPassive(Passive.SELF_DEAD)
  		for _, team in ipairs(self:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_DEAD)
  		end
  
53e8037e   zhouhaihai   任务
403
  		if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
b176d7d3   zhouhaihai   冒险成就
404
405
406
  			self.battle.adv:checkAchievement(self.battle.adv.AchievType.KillByBuff, 1, params.buffId)
  		end
  
46fac6f1   zhouahaihai   酱料
407
  		self.isDead = true
bedca62d   zhouahaihai   冒险
408
  		self.battle.adv:backDead(self.id)
46fac6f1   zhouahaihai   酱料
409
  	end
02c4de8d   zhouahaihai   增加 固有技
410
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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
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  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))
46fac6f1   zhouahaihai   酱料
419
  	self.hp = math.min(self.hpMax, self.hp + value)
36c30c5c   zhouahaihai   冒险
420
  	self.battle.adv:backHpChange(self.id, value)
46fac6f1   zhouahaihai   酱料
421
422
  end
  
42f2d1d3   suhongyang   战斗内技能序列逻辑
423
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426
427
  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
428
  function BaseObject:releaseSkill(skillId, target)
36c30c5c   zhouahaihai   冒险
429
  	if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
d27ad5e0   suhongyang   使用营养技
430
  	local skill = Skill.new(self, {id = skillId, target = target})
36c30c5c   zhouahaihai   冒险
431
  	--返回客户端
1b8336a6   suhongyang   skill逻辑与player分开
432
  	for _, target in ipairs(skill:getTargets()) do
36c30c5c   zhouahaihai   冒险
433
434
  		self.battle.adv:backSkill(self.id, skillId, target.id)
  	end
1b8336a6   suhongyang   skill逻辑与player分开
435
  	skill:doEffect()
02c4de8d   zhouahaihai   增加 固有技
436
437
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441
  	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
442
443
444
  end
  
  --0 全部  1 我方  2 敌方
53e8037e   zhouhaihai   任务
445
  function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
446
  	mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
46fac6f1   zhouahaihai   酱料
447
448
449
450
451
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455
456
  	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
457
  		for _, enemy in pairs(self.battle.enemys[mapIdx]) do
46fac6f1   zhouahaihai   酱料
458
  			if not noSelf or enemy ~= self then 
53e8037e   zhouhaihai   任务
459
  				if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
46fac6f1   zhouahaihai   酱料
460
461
462
463
464
465
466
467
468
  					table.insert(team, enemy)
  				end
  			end
  		end
  	end
  	if nType == 0 then
  		addPlayer()
  		addEnemy()
  	elseif nType == 1 then
b594a026   suhongyang   Fix bug
469
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
470
471
472
473
474
  			addPlayer()
  		else
  			addEnemy()
  		end
  	elseif nType == 2 then
b594a026   suhongyang   Fix bug
475
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
476
477
478
479
480
481
482
483
484
485
  			addEnemy()
  		else
  			addPlayer()
  		end
  	end
  	return team
  end
  
  function BaseObject:getDB()
  	local db = {}
46fac6f1   zhouahaihai   酱料
486
  	db.hp = self.hp
ccbafe67   zhouhaihai   冒险神器和buff
487
  	local baseAttr = {"atk", "miss", "hit", "def", "hpMax"}
46fac6f1   zhouahaihai   酱料
488
489
490
491
492
493
494
495
  	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
496
  	db.buffs = {}
46fac6f1   zhouahaihai   酱料
497
498
499
500
501
502
503
  	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
504
505
506
507
  	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
508
509
  end
  
3b0526d2   zhouhaihai   冒险demo
510
511
512
  function BaseObject:changeSp()
  end
  
46fac6f1   zhouahaihai   酱料
513
  local Enemy = class("Enemy", BaseObject)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
514
  function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy, mapIdx)
46fac6f1   zhouahaihai   酱料
515
  	Enemy.super.ctor(self, battle)
36c30c5c   zhouahaihai   冒险
516
517
  	self.id = mId
  	self.monsterId = monsterId  --数据id
46fac6f1   zhouahaihai   酱料
518
519
520
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
521
  	self.mapIdx = mapIdx
46fac6f1   zhouahaihai   酱料
522
523
524
525
526
527
528
529
530
531
532
533
534
  	self:initData(enemy)
  end
  function Enemy:unlock(id)
  	self.id = id
  	self.lock = nil
  end
  
  local Player = class("Player", BaseObject)
  function Player:ctor(battle, data)
  	Player.super.ctor(self, battle)
  	self:initData(data)
  end
  
b0fe1817   zhouahaihai   冒险分数
535
536
537
538
  function Player:cutHp(value)
  	self.battle.adv:scoreChange(AdvScoreType.Hurt, value)
  end
  
b53593b5   zhouhaihai   羁绊加成
539
540
  function Player:initData(data)
  	Player.super.initData(self, data)
386ca58e   zhouhaihai   优化log
541
  	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
542
  	self.growth = data.growth
b53593b5   zhouhaihai   羁绊加成
543
  	self.exp = data.exp or 0
3b0526d2   zhouhaihai   冒险demo
544
  	self.sp = data.sp or 100
ccbafe67   zhouhaihai   冒险神器和buff
545
546
  	self.spMax = data.spMax or 100
  	self._spMax = data._spMax or 100
b53593b5   zhouhaihai   羁绊加成
547
548
549
  end
  
  function Player:addExp(value)
4f0a5fae   zhouhaihai   营养剂
550
551
552
553
  	-- 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
554
  	if value <= 0 then return end
6732f756   zhouhaihai   玩家升级
555
556
557
558
559
560
561
562
563
564
565
566
  	local newExp = self.exp + value
  	local level = self.level
  	if level >= #csvdb["adv_levelCsv"] then return end
  	while true do
  		local curData = csvdb["adv_levelCsv"][level]
  		if newExp < curData.exp then break end
  		level = level + 1
  		newExp = newExp - curData.exp
  		if level >= #csvdb["adv_levelCsv"] then break end
  	end
  	local delta = level - self.level
  	if delta > 0 then
ccbafe67   zhouhaihai   冒险神器和buff
567
568
569
570
571
572
573
574
  		for _, attr in pairs(AdvAttsEnum) do
  			if attr == "hp" then
  				self[attr] = self[attr] + self.growth[attr] * delta
  				self._hpMax = self._hpMax + self.growth[attr] * delta
  				self:reSetHpMax()
  			else
  				self["_" .. attr] = self["_" .. attr] + self.growth[attr] * delta
  				self:reSetAttr(attr)
6732f756   zhouhaihai   玩家升级
575
576
577
578
579
  			end
  		end
  	end
  	self.level = level
  	self.exp = newExp
b53593b5   zhouhaihai   羁绊加成
580
581
  end
  
3b0526d2   zhouhaihai   冒险demo
582
583
584
585
586
587
588
589
  --cType 0 or nil  值  1 百分比
  function Player:changeSp(value, cType)
  	cType = cType or 0
  	if cType == 0 then
  		self.sp = self.sp + value
  	elseif cType == 1 then
  		self.sp = self.sp + self.sp * value / 100
  	end
ccbafe67   zhouhaihai   冒险神器和buff
590
  	self.sp = math.floor(math.min(self.spMax, math.max(0, self.sp)))
3b0526d2   zhouhaihai   冒险demo
591
592
593
  	self.battle.adv:pushBackEvent(AdvBackEventType.SpChange)
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
594
595
596
597
598
599
600
601
602
  -- 重新计算 魔法上限
  function BaseObject:reSetSpMax()
  	self.spMax = self._spMax
  	local change = self:getCommonBuffEffect(Buff.SP_MAX_CHANGE)
  	self.spMax = math.ceil((self.spMax + change[0]) * (1 + change[1]))
  	self.spMax = math.max(1, self.spMax)
  	self.sp = math.min(self.spMax, self.sp)
  end
  
e90b4d20   zhouhaihai   战斗buff
603
604
605
  --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
606
  		if not buff.isDel and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
e90b4d20   zhouhaihai   战斗buff
607
608
609
610
  			buff:effect()
  		end
  	end
  end
3b0526d2   zhouhaihai   冒险demo
611
  
596ac19f   zhouhaihai   buff
612
613
614
615
616
617
618
619
  function Player:afterLayer()
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel then
  			buff:afterLayer()
  		end
  	end	
  end
  
b53593b5   zhouhaihai   羁绊加成
620
621
  function Player:getDB()
  	local db = Player.super.getDB(self)
ccbafe67   zhouhaihai   冒险神器和buff
622
  	for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
b53593b5   zhouhaihai   羁绊加成
623
624
  		db[field] = self[field]
  	end
ccbafe67   zhouhaihai   冒险神器和buff
625
  	db["_spMax"] = self._spMax
b53593b5   zhouhaihai   羁绊加成
626
627
628
  	return db
  end
  
3b0526d2   zhouhaihai   冒险demo
629
630
  
  
36c30c5c   zhouahaihai   冒险
631
  return table.pack(Player, Enemy)