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src/models/HeroPlugin.lua 7.59 KB
8c74292c   zhouahaihai   增加item 以及 角色突破
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  local HeroPlugin = {}
  
  
  function HeroPlugin.bind(Hero)
  
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  	function Hero:getMaxLevel()
  		return math.min(#csvdb["unit_expCsv"], csvdb["unit_breakCsv"][self:getProperty("breakL")].levelLimit)
  	end
  
  	function Hero:getSPoint()
  		local point = 0
  		for i = 0, self:getProperty("wakeL") do
  			if csvdb["unit_wakeCsv"][i] then
  				point = point + csvdb["unit_wakeCsv"][i].sp
  			end
  		end
  		return point
  	end
  
  	function Hero:getLSPoint()
  		local point = self:getSPoint()
  		for skill, level in pairs(self:getProperty("skillL"):toNumMap()) do
  			point = point - (level - 1)
  		end
  		return point
  	end
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  	--角色属性值 = 基础属性值(unit)* [ 1 + 升级属性(unit_exp)+ 突破属性(unit_break)] * [ 1 + 觉醒属性(unit_wake)+ 天赋属性(unit_talent)]
  	function Hero:getBaseAttrs(params)
  		params = params or {}
  		local unitData  = csvdb["unitCsv"][self:getProperty("type")]
  		local level = params.level or self:getProperty("level")
  		local breakL = params.breakL or self:getProperty("breakL")
  		local wakeL = params.wakeL or self:getProperty("wakeL")
  		local talent = params.talent or self:getProperty("talent")
  
  
  		local attrs = {}
  		for _, attName in pairs(AttsEnumEx) do
  			attrs[attName] = unitData[attName] or 0
  		end
  		local lData = csvdb["unit_expCsv"][level]
  		local blData = csvdb["unit_breakCsv"][breakL]
  		-- core
  		for attr, value in pairs(attrs) do
  			attrs[attr] = attrs[attr] * (100 + (lData[attr .. "Level"] or 0) + (blData[attr .. "Level"] or 0)) / 100
  		end
  
  		local talentAttrS = {}
  		-- 天赋阶段属性
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  		for i = 1, (talent:getv(0, 1) - 1) do
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  			local curData = csvdb["unit_talentCsv"][i]
  			local effect = curData[#curData].effect:toArray(true, "=")
  			talentAttrS[AttsEnumEx[effect[1]]] = (talentAttrS[AttsEnumEx[effect[1]]] or 0) + effect[2]
  		end
  		-- 四个基础属性
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  		local curData = csvdb["unit_talentCsv"][talent:getv(0, 1)]
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  		if not curData then -- 已经满阶段了
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  			curData = csvdb["unit_talentCsv"][#csvdb["unit_talentCsv"]]
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  			local strength = curData[#curData].strength
  			for i = 1, 4 do
  				talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + strength
  			end
  		else
  			for i = 1, 4 do --4个天赋
  				talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + curData[talent:getv(i, 0)].strength
  			end
  		end
  
  		--好感度
  		local loveUp = {}
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  		-- for i = 0, self:getProperty("loveL") do
  		-- 	local reward = csvdb["unit_love_effectCsv"][i]["reward"]
  		-- 	for attrId, value in pairs(reward:toNumMap()) do
  		-- 		loveUp[AttsEnumEx[attrId]] = (loveUp[AttsEnumEx[attrId]] or 0) + value
  		-- 	end
  		-- end
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  		--觉醒
  		local wData = csvdb["unit_wakeCsv"][wakeL]
  		for attr, value in pairs(attrs) do
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  			attrs[attr] = attrs[attr] * (100 + (wData[attr .. "Level"] or 0) + (talentAttrS[attr] or 0) + (loveUp[attr] or 0)) / 100
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  		end
  
  		return attrs
  	end
  
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  	--当前属性 = [ 角色属性值 + 基础装备(固定)+ 专属装备(固定)] * [ 1 + 基础装备(百分比) + 专属装备(百分比)]
  	function Hero:getTotalAttrs(params)
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  		params = params or {}
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  		local attrs = self:getBaseAttrs()
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  		-- 装备零件
  		local equipAttrs = self:getRuneEquipAttrs()
  
  		for _, attName in pairs(AttsEnumEx) do
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  			attrs[attName] = ((attrs[attName] or 0) + equipAttrs.value[attName]) * (1 + equipAttrs.percent[attName] / 100)
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  		end
  
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  		-- 羁绊加成
  	    if params.activeRelation then
  	        for k, v in pairs(AttsEnumEx) do
  	            attrs[v] = (attrs[v] or 0) * (1 + (params.activeRelation[v] or 0) / 100)
  	        end
  	    end
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  		return attrs
  	end
  
  	-- 当前零件和装备增加属性
  	function Hero:getRuneEquipAttrs()
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  		local attrs = {value = {}, percent = {}}
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  		for _, attName in pairs(AttsEnumEx) do
  			attrs.value[attName] = 0
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  			attrs.percent[attName] = 0
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  		end
  		local equipSuits = {}
  		-- 装备效果
  		for typ,level in pairs(self:getProperty("equip"):toNumMap()) do
  			if level > 0 then
  				local data = csvdb["equipCsv"][typ][level]
  				for k,v in pairs(data.attr1:toNumMap()) do
  					attrs.value[AttsEnumEx[k]] = attrs.value[AttsEnumEx[k]] + v
  				end
  				for k,v in pairs(data.attr2:toNumMap()) do
  					attrs.value[AttsEnumEx[k]] = attrs.value[AttsEnumEx[k]] + v
  				end
  				if data.suit ~= "" then
  					if not equipSuits[data.suit] then equipSuits[data.suit] = {} end
  					table.insert(equipSuits[data.suit], data)
  				end
  			end
  		end
  		-- 装备套装效果
  		for suitId,eDatas in pairs(equipSuits) do
  			local suitCsv = csvdb["equip_suitCsv"][tonumber(suitId)]
  			if suitCsv then 
  				local effects = suitCsv.effect:toTableArray(true)
  				local count = #eDatas
  				if count >= 2 then
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  					attrs.percent[AttsEnumEx[effects[1][1]]] = attrs.percent[AttsEnumEx[effects[1][1]]] + effects[1][2]
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  				end
  				if count >= 3 then
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  					attrs.percent[AttsEnumEx[effects[2][1]]] = attrs.percent[AttsEnumEx[effects[2][1]]] + effects[1][2]
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  				end
  				if count >= 4 then
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  					attrs.percent[AttsEnumEx[effects[3][1]]] = attrs.percent[AttsEnumEx[effects[3][1]]] + effects[3][2]
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  				end
  			end
  		end
  		-- 零件效果
  		local suits = {}
  		for _, uid in pairs(self:getProperty("rune"):toNumMap()) do
  			if uid > 0 then
  				local rune = self.owner.runeBag[uid]
  				local buildData = csvdb["rune_buildCsv"][rune:getProperty("level")]
  				for k,v in pairs(rune:getProperty("attrs"):toNumMap()) do
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  					attrs.value[AttsEnumEx[k]] = attrs.value[AttsEnumEx[k]] + (v / 10 * (1 + buildData.effect/100))  -- 零件的加成属性有特殊需求 填的是 10倍的值
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  				end
  				local csvData = csvdb["runeCsv"][rune:getProperty("type")][rune:getProperty("id")]
  				if not suits[csvData.suit] then suits[csvData.suit] = {} end
  				table.insert(suits[csvData.suit],csvData)
  			end
  		end
  		-- 零件套装效果
  		for suitId,runeDatas in pairs(suits) do
  			local suitCsv = csvdb["rune_suitCsv"][tonumber(suitId)]
  			if suitCsv then
  				local effects = suitCsv.effect:toTableArray(true)
  				local count = #runeDatas
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  				if count >= 2 and AttsEnumEx[effects[1][1]]then
  					attrs.percent[AttsEnumEx[effects[1][1]]] = attrs.percent[AttsEnumEx[effects[1][1]]] + effects[1][2]
  				end
  				if count >= 4 and AttsEnumEx[effects[2][1]] then
  					attrs.percent[AttsEnumEx[effects[2][1]]] = attrs.percent[AttsEnumEx[effects[2][1]]] + effects[2][2]
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  				end
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  				if count >= 6 and AttsEnumEx[effects[3][1]] then
  					attrs.percent[AttsEnumEx[effects[3][1]]] = attrs.percent[AttsEnumEx[effects[3][1]]] + effects[3][2]
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  				end
  			end
  		end
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  		return attrs
  	end
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  	-- 战斗力(当前属性)= POWER[(生命 + 防御 * 7 + 闪避 * 4)*(攻击 + 命中 * 4)*(1 + 暴击几率/100 * 暴击伤害/100)* 攻击速度 / 60000 ,0.8 ]
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  	function Hero:getBattleValue(activeRelation)
  		local attrs = self:getTotalAttrs({activeRelation = activeRelation})
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  		local battleValue = ((attrs["hp"] + attrs["def"] * 7 + attrs["miss"] * 4) * (attrs["atk"] + attrs["hit"] * 4) * (1 + attrs["crit"]/100 * attrs["critHurt"]/100) * attrs["atkSpeed"] / 60000) ^ 0.8
  		return math.floor(battleValue)
  	end
  
  	function Hero:saveBattleValue()
  		local battleValue = self:getBattleValue()
  		if battleValue ~= self:getProperty("battleV") then
  			self:setProperty("battleV", battleValue)
  		end
  		return battleValue
  	end
  
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  	-- 技能1234 对应必杀技,冒险技,被动技,战斗技
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  	function Hero:getSkillLevel(idx)
  		return self:getProperty("skillL"):getv(idx, 1)
  	end
  
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  	function Hero:getSkillData(idx)
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  		local unitData = csvdb["unitCsv"][self:getProperty("type")]
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  		if idx == 1 then
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  			return csvdb["skill_specialCsv"][unitData.special]
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  		elseif idx == 2 then
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  			return csvdb["adv_battle_specialCsv"][unitData.adv]
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  		elseif idx == 3 then
  			return csvdb["skill_passiveCsv"][unitData.passive]
  		elseif idx == 4 then
  			return csvdb["skill_blockCsv"][unitData.block]
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  		end
  		return {}
  	end
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  end
  
  
  return HeroPlugin