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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
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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
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
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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
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}))
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self.battle.adv:backBuff(self.id, buffId)
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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
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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
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
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effect[cType] = effect[cType] + value
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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)
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local old = self[field]
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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])
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local delta = self[field] - old
if delta ~= 0 then
if field == "atk" then
self.battle.adv:backAtkChange(self.id, delta)
end
end
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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
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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
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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
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 not params.hurtType or params.hurtType ~= 4 then
value = self:getInjuredValue(value) --减伤计算
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
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~
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self.battle.adv:backHpChange(self.id, -value)
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self.hp = math.max(0, self.hp - value)
if self.hp == 0 then
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self:triggerPassive(Passive.SELF_DEAD)
for _, team in ipairs(self:getTeam(1, true)) do
team:triggerPassive(Passive.TEAM_DEAD)
end
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self.isDead = true
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self.battle.adv:backDead(self.id)
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end
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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
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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)
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self.battle.adv:backHpChange(self.id, value)
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end
function BaseObject:releaseSkill(skillId, skillLevel, target)
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if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
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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
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--返回客户端
for _, target in ipairs(targets) do
self.battle.adv:backSkill(self.id, skillId, target.id)
end
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-- 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
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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
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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
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db.buffs = {}
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for _, buff in ipairs(self.buffs) do
table.insert(db.buffs, buff:getDB())
end
return db
end
function BaseObject:triggerPassive(condType, params)
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if self.isDead then return end
for _, passive in ipairs(self.passives) do
passive:trigger(condType, params) --检查触发
end
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end
local Enemy = class("Enemy", BaseObject)
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function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy)
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Enemy.super.ctor(self, battle)
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self.id = mId
self.monsterId = monsterId --数据id
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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
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return table.pack(Player, Enemy)
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