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src/adv/AdvBattle.lua 6.54 KB
19d8c401   zhouhaihai   大小写
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  local Player, Enemy = table.unpack(require "adv.AdvPlayer")
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  local Buff = require "adv.AdvBuff"
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  local Passive = require "adv.AdvPassive"
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  local Battle = class("Battle")
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  function Battle:ctor(adv)
  	self.adv = adv
  	self.player = nil --玩家
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  	self.isNewPlayer = false
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  	self.enemys = {} --怪
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  	self.cachePassiveEvent = {}
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  	self:initPlayer()
  	self:initEnemys()
  	self:initAfter()
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  	if self.isNewPlayer then
  		self.player:triggerPassive(Passive.BORN_ONCE)
  	end
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  end
  
  function Battle:initAfter()
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  	self.player:initAfter(self.adv.owner:getProperty("advTeam").player)
  	for idx, mapEnemys in pairs(self.enemys) do
  		for _, enemy in ipairs(mapEnemys) do
  			enemy:initAfter(self.adv:getBlock(enemy.roomId, enemy.blockId, idx).event.enemy)
  		end
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  	end
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  end
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  --[[
  队伍总属性 = 基础属性 + 等级 × 成长率 	
  	基础属性:	固定属性,与章节、队伍够成、养成无关,由策划给出	
  	等级:	根据进入时的关卡,获得一个【初始等级】;消灭怪物获得经验后,累计N点会提升等级	
  	羁绊加成:	加成条件与“战斗”相同,加成目标改为【冒险队】	
  			
  	成长率:	由【队伍总生存力】决定	
  			成长率 =(总生存力 / 80^0.52 + INT(总角色等级 / 50* 1
  --]]
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  function Battle:initPlayer()
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  	local advTeam = self.adv.owner:getProperty("advTeam")
  	if not next(advTeam.heros) then return end
  	local player = advTeam.player
  	if not player then
  		player = {}
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  		player.passives = {}
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  		local heroLevel = 0
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  		for slot, heroId in pairs(advTeam.heros) do
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  			local hero = self.adv.owner.heros[heroId]
  			if hero then
  				heroLevel = heroLevel + hero:getProperty("level")
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  				local advSkillId = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getProperty("type")]["adv"]
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  				if advSkillId > 1000 then
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  					table.insert(player.passives, {id = advSkillId, level = hero:getSkillLevel(4)})
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  				end
  			end
  		end
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  		player.growth = (self.adv.owner:getRealBattleValue(advTeam.heros) / 80) ^ 0.52 + math.floor(heroLevel / 50) / 50
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  		player.level = 1
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  		player.exp = 0
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  		player.sp = 100
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  		local activeRelation = self.adv.owner:getHeroActiveRelation()
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  		local baseAttr = csvdb["adv_unitCsv"][math.floor(self.adv.chapterId / 100)]
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  		for _, attr in pairs(AttsEnumEx) do
  			if baseAttr[attr] then
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  				player[attr] = baseAttr[attr] + baseAttr[attr] * player.growth * (player.level - 1)
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  			end
  		end
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  		player.hpMax = player.hp or 0
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  		self.isNewPlayer = true
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  		advTeam.player = player
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  	end
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  	self.player = Player.new(self, player)
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  end
  
  function Battle:initEnemys()
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  	for idx, map in pairs(self.adv.maps) do
  		self:initMapEnemys(idx)
  	end
  end
  
  function Battle:initMapEnemys(mapIdx)
  	self.enemys[mapIdx] = {}
  	local map = self.adv.maps[mapIdx]
  	if map then
  		for _, room in pairs(map.rooms) do
  			for _, block in pairs(room.blocks) do
  				self:addEnemy(room, block, mapIdx)	
  			end
  		end
  	end
  	if self.cachePassiveEvent[mapIdx] then
  		for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
  			for _, enemy in ipairs(self.enemys[mapIdx]) do
  				enemy:triggerPassive(passiveC[1], passiveC[2])
  			end
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  		end
  	end
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  	self.cachePassiveEvent[mapIdx] = nil
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  end
  
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  function Battle:addEnemy(room, block, mapIdx)
  	mapIdx = mapIdx or self.adv:getCurMapIdx()
  
  	if block:isMonster() then
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  		if not block.event.enemy then
  			local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
  			local enemy = {}
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  			enemy.hp = enemyCsv.hp + enemyCsv.levelhp * self.adv.level
  			enemy.atk = enemyCsv.atk + enemyCsv.levelatk * self.adv.level
  			enemy.hit = enemyCsv.hit + enemyCsv.levelhit * self.adv.level
  			enemy.miss = enemyCsv.miss + enemyCsv.levelmiss * self.adv.level
  			enemy.def = enemyCsv.def + enemyCsv.leveldef * self.adv.level
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  			enemy.passives = {}
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  			for _, id in ipairs(enemyCsv.mapPassive:toArray(true, "=")) do
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  				table.insert(enemy.passives, {id = id})
  			end
  			block.event.enemy = enemy
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  		end
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  		local player = Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy, mapIdx)
  		table.insert(self.enemys[mapIdx], player)
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  		return player
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  	end 
  end
  
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  function Battle:getEnemy(roomId, blockId, mapIdx)
  	mapIdx = mapIdx or self.adv:getCurMapIdx()
  	for _, enemy in ipairs(self.enemys[mapIdx] or {}) do
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  		if enemy.roomId == roomId and enemy.blockId == blockId then
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  			return enemy
  		end
  	end
  end
  
  function Battle:getEnemyById(id)
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  	for idx, mapEnemys in pairs(self.enemys) do
  		for _, enemy in ipairs(mapEnemys) do
  			if enemy.id == id then
  				return enemy
  			end
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  		end
  	end
  end
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  function Battle:getRBByEnemyId(enemyId)
  	local enemy = self:getEnemyById(enemyId)
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  	return enemy.roomId, enemy.blockId, enemy.mapIdx
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  end
  
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  --触发全员被动技能
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  function Battle:triggerPassive(condType, params, mapIdx)
  	mapIdx = mapIdx or self.adv:getCurMapIdx()
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  	self.player:triggerPassive(condType, params)
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  	if not self.enemys[mapIdx] then
  		-- 缓存一下
  		self.cachePassiveEvent[mapIdx] = self.cachePassiveEvent[mapIdx] or {}
  		table.insert(self.cachePassiveEvent[mapIdx], {condType, params})
  	else
  		for _, enemy in ipairs(self.enemys[mapIdx]) do
  			enemy:triggerPassive(condType, params)
  		end
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  	end
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  end
  
  --回合
  function Battle:afterRound()
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  	local mapIdx = self.adv:getCurMapIdx()
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  	self.player:afterRound()
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  	table.sort(self.enemys[mapIdx], function(e1, e2)
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  		return e1.id < e2.id
  	end)
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  	for _, enemy in ipairs(self.enemys[mapIdx]) do
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  		enemy:afterRound()
  	end
  	self.player:clearRound()
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  	for _, enemy in ipairs(self.enemys[mapIdx]) do
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  		enemy:clearRound()
  	end
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  	for i = #self.enemys[mapIdx], 1, -1 do
  		if self.enemys[mapIdx][i].isDead then
  			self.adv:enemyDead(self.enemys[mapIdx][i].roomId, self.enemys[mapIdx][i].blockId)
  			self.enemys[mapIdx][i]:clear()
  			table.remove(self.enemys[mapIdx], i)
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  		end
  	end
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  	if self.player.isDead then
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  		self.adv:over(false)
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  	end
  end
  
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  function Battle:battleBegin(roomId, blockId, params)
  	local enemy = self:getEnemy(roomId, blockId)
  	if not enemy then return end
  	local player = params.player
  	-- 玩家没死就是怪死了
  	if player.hp > 0 then
  		enemy:hurt(enemy.hp, self.player, {hurtType = 5})
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  		self.player:effectBattleBuff()
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  	end
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  	if player.hp > self.player.hp then
  		self.player:recover(player.hp - self.player.hp, player)
  	else
  		self.player:hurt(math.max(0, math.ceil(self.player.hp - player.hp)), enemy, {hurtType = 5}) --战斗血量只会变少
  	end
  	
  	self.player:changeSp(math.floor(player.sp - self.player.sp) , 0) --战斗魔力只会变少
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  end
  
  
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  --写入数据
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  function Battle:saveDB()
  	for idx, mapEnemys in pairs(self.enemys) do
  		for _, enemy in ipairs(mapEnemys) do
  			local block = self.adv:getBlock(enemy.roomId, enemy.blockId, idx)
  			if block and block:isMonster() then
  				block.event.enemy = enemy:getDB()
  			end
  		end
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  	end
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  end
  
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  return Battle