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src/adv/AdvPlayer.lua 20.8 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(roundType)
  	if roundType == "passive" then
  		for _, passive in ipairs(self.passives) do
  			passive:afterRound(self)
  		end
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  	elseif roundType == "buffBefore" then
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  		for _, buff in ipairs(self.buffs) do
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  			if buff.buffData.intoEffect == 1 then
  				buff:afterRound()
  			end
  		end
  	elseif roundType == "buffAfter" then
  		for _, buff in ipairs(self.buffs) do
  			if buff.buffData.intoEffect == 0 then
  				buff:afterRound()
  			end
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  		end
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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
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  			table.remove(self.passives, i)
  		end
  	end
  	for i = #self.buffs, 1, -1 do
  		if self.buffs[i].isDel then
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  			local buff = self.buffs[i]
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  			table.remove(self.buffs, i)
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  			buff:endBuff()
  			if self.attrChangeCondBuffCheck then
  				self:attrChangeCondBuffCheck(2, buff.id)
  			end
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  		end
  	end
  end
  function BaseObject:clear()
  	self.buffs = {}
  	self.passives = {}
  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
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  	if self:getPassiveById(skillId) then return end -- 被动技不能重复
  
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  	table.insert(self.passives, Passive.new(self, { id = skillId, level = level }))
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  end
  
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  function BaseObject:getPassiveById(bId)
  	for idx, passive in ipairs(self.passives) do
  		if passive.id == bId then
  			return passive
  		end
  	end
  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
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  	return 999
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  end
  
  function BaseObject:getDisablePassiveCount()
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  	local count
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  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.DISABLE_BUFF then
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  			if buff:effect() == 0 then
  				return 0
  			end
  			count = (count or 0) + buff:effect()
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  		end
  	end
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  	return count
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  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,
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  			releaseId = releaser and releaser.monsterId or nil
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  		}) then return end
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  		local buff = Buff.create(self, releaser, {id = buffId})
  		table.insert(self.buffs, buff)
  		buff:createAfter()
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  	end
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  	self:triggerPassive(Passive.GET_BUFF, {buffId = buffId})
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  	return true
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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
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  			table.remove(self.buffs, idx)
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  			buff:endBuff()
  			if self.attrChangeCondBuffCheck then
  				self:attrChangeCondBuffCheck(2, bId)
  			end
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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
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  			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)
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  	local classifys = classify:toArray(true, " ")
  	local had = {}
  	for _, one in pairs(classifys) do
  		had[one] = 1
  	end
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  	local effect = 0
  	for _, buff in ipairs(self.buffs) do
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  		if not buff.isDel and buff:getType() == Buff.Buff_EFFECT_CHANGE then
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  			local cType, value = buff:effect()
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  			if cType and had[cType] then
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  				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
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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")
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  	self.hpMax = (self.hpMax + effect[0]) * (1 + effect[1])
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  	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 - self.def + injuredChange[0]) * (1 + injuredChange[1]))
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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 {}
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  	if params.hurtType and (params.hurtType == 2 or params.hurtType == 6) then
  		self:triggerPassive(Passive.SELF_HURT, {trigger = releaser, buffId = params.buffId})
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  		for _, team in ipairs(self:getTeam(1, true)) do
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  			team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser, buffId = params.buffId})
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  		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
46fac6f1   zhouahaihai   酱料
351
  		end
12f7b52c   zhouhaihai   冒险战斗
352
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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
46fac6f1   zhouahaihai   酱料
367
  		end
12f7b52c   zhouhaihai   冒险战斗
368
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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
383
384
385
386
387
  				end
  			end
  		end
  	end
  
e10edb5f   zhouahaihai   冒险事件新
388
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
389
390
  	if value == 0 then return end
  	-- 反弹伤害
12f7b52c   zhouhaihai   冒险战斗
391
  	if params.hurtType ~= 3 and params.hurtType ~= 5 and releaser and not releaser.isDead then
ccbafe67   zhouhaihai   冒险神器和buff
392
  		local backEffect = self:getBackHurtBuff()
46fac6f1   zhouahaihai   酱料
393
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397
  		local backValue = math.max(0, value * backEffect[1] + backEffect[0])
  		releaser:hurt(backValue, releaser, {hurtType = 3})
  	end
  
  	--受伤了~
d232676a   zhouhaihai   功能解锁 冒险返回
398
399
400
401
  	if self:is("Player") and params.hurtType ~= 5 then
  		self.battle.adv:pushBackEvent(AdvBackEventType.HpChange, {change = -value})
  	end
  
d27a2b20   zhouhaihai   怪受伤 更新地块
402
403
404
405
406
  	if params.hurtType ~= 5 then -- 非客户端发回的伤害  返回更新地块
  		if self.roomId and self.blockId then
  			self.battle.adv:backBlockChange(self.roomId, self.blockId)
  		end
  	end
46fac6f1   zhouahaihai   酱料
407
  	self.hp = math.max(0, self.hp - value)
b0fe1817   zhouahaihai   冒险分数
408
  
46fac6f1   zhouahaihai   酱料
409
  	if self.hp == 0 then
02c4de8d   zhouahaihai   增加 固有技
410
411
412
413
414
  		self:triggerPassive(Passive.SELF_DEAD)
  		for _, team in ipairs(self:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_DEAD)
  		end
  
53e8037e   zhouhaihai   任务
415
  		if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
b176d7d3   zhouhaihai   冒险成就
416
417
  			self.battle.adv:checkAchievement(self.battle.adv.AchievType.KillByBuff, 1, params.buffId)
  		end
d95bc647   zhouhaihai   冒险被动技
418
  		self.isDead = true
46fac6f1   zhouahaihai   酱料
419
  	end
02c4de8d   zhouahaihai   增加 固有技
420
421
422
423
  	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
424
425
426
427
  end
  --恢复
  function BaseObject:recover(value, releaser, params)
  	params = params or {}
e10edb5f   zhouahaihai   冒险事件新
428
  	value = math.max(0, math.ceil(value))
4500c9b8   zhouhaihai   满了不飘字
429
  	local old = self.hp
46fac6f1   zhouahaihai   酱料
430
  	self.hp = math.min(self.hpMax, self.hp + value)
4500c9b8   zhouhaihai   满了不飘字
431
  	local change = self.hp - old
59acc11e   zhouhaihai   赛季更新
432
  	if self:is("Player") then
4500c9b8   zhouhaihai   满了不飘字
433
434
435
  		if change > 0 then
  			self.battle.adv:pushBackEvent(AdvBackEventType.HpChange, {change = value})
  		end
59acc11e   zhouhaihai   赛季更新
436
  	end
46fac6f1   zhouahaihai   酱料
437
438
  end
  
42f2d1d3   suhongyang   战斗内技能序列逻辑
439
440
441
442
443
  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
444
  function BaseObject:releaseSkill(skillId, target)
36c30c5c   zhouahaihai   冒险
445
  	if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
d27ad5e0   suhongyang   使用营养技
446
  	local skill = Skill.new(self, {id = skillId, target = target})
36c30c5c   zhouahaihai   冒险
447
  	--返回客户端
1b8336a6   suhongyang   skill逻辑与player分开
448
  	for _, target in ipairs(skill:getTargets()) do
81032a9c   zhouhaihai   抽奖
449
  		self.battle.adv:backSkill(self.monsterId, skillId, target.id)
36c30c5c   zhouahaihai   冒险
450
  	end
1b8336a6   suhongyang   skill逻辑与player分开
451
  	skill:doEffect()
02c4de8d   zhouahaihai   增加 固有技
452
453
454
455
456
457
  	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
458
459
460
  end
  
  --0 全部  1 我方  2 敌方
53e8037e   zhouhaihai   任务
461
  function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
462
  	mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
46fac6f1   zhouahaihai   酱料
463
464
465
466
467
468
469
470
471
472
  	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
473
  		for _, enemy in pairs(self.battle.enemys[mapIdx]) do
46fac6f1   zhouahaihai   酱料
474
  			if not noSelf or enemy ~= self then 
53e8037e   zhouhaihai   任务
475
  				if not enemy.isDead and (includeLock or not enemy.lock) then -- 已经翻开的
46fac6f1   zhouahaihai   酱料
476
477
478
479
480
481
482
483
484
  					table.insert(team, enemy)
  				end
  			end
  		end
  	end
  	if nType == 0 then
  		addPlayer()
  		addEnemy()
  	elseif nType == 1 then
b594a026   suhongyang   Fix bug
485
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
486
487
488
489
490
  			addPlayer()
  		else
  			addEnemy()
  		end
  	elseif nType == 2 then
b594a026   suhongyang   Fix bug
491
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
492
493
494
495
496
497
498
499
500
501
  			addEnemy()
  		else
  			addPlayer()
  		end
  	end
  	return team
  end
  
  function BaseObject:getDB()
  	local db = {}
46fac6f1   zhouahaihai   酱料
502
  	db.hp = self.hp
ccbafe67   zhouhaihai   冒险神器和buff
503
  	local baseAttr = {"atk", "miss", "hit", "def", "hpMax"}
46fac6f1   zhouahaihai   酱料
504
505
506
507
508
509
510
511
  	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
512
  	db.buffs = {}
46fac6f1   zhouahaihai   酱料
513
514
515
516
517
518
519
  	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
520
521
522
523
  	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
524
525
  end
  
3b0526d2   zhouhaihai   冒险demo
526
527
528
  function BaseObject:changeSp()
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
529
530
531
532
  function BaseObject:is(what)
  	return self["is" .. what] and self["is" .. what](self)
  end
  
46fac6f1   zhouahaihai   酱料
533
  local Enemy = class("Enemy", BaseObject)
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
534
  function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy, mapIdx)
46fac6f1   zhouahaihai   酱料
535
  	Enemy.super.ctor(self, battle)
36c30c5c   zhouahaihai   冒险
536
537
  	self.id = mId
  	self.monsterId = monsterId  --数据id
46fac6f1   zhouahaihai   酱料
538
539
540
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
43babcff   zhouhaihai   优化冒险结构 增加夹层功能
541
  	self.mapIdx = mapIdx
46fac6f1   zhouahaihai   酱料
542
543
  	self:initData(enemy)
  end
a0834e49   zhouhaihai   增加潜行 功能
544
  function Enemy:unlock()
46fac6f1   zhouahaihai   酱料
545
546
547
  	self.lock = nil
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
548
549
550
551
  function Enemy:isEnemy()
  	return true
  end
  
7b2dc17c   zhouhaihai   地图 层 buff passive
552
553
554
555
  function Enemy:kill()
  	self:hurt(self.hp, self.battle.player, {hurtType = 5})
  end
  
46fac6f1   zhouahaihai   酱料
556
557
558
559
560
561
  local Player = class("Player", BaseObject)
  function Player:ctor(battle, data)
  	Player.super.ctor(self, battle)
  	self:initData(data)
  end
  
b53593b5   zhouhaihai   羁绊加成
562
563
  function Player:initData(data)
  	Player.super.initData(self, data)
386ca58e   zhouhaihai   优化log
564
  	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
565
  	self.growth = data.growth
b53593b5   zhouhaihai   羁绊加成
566
  	self.exp = data.exp or 0
3b0526d2   zhouhaihai   冒险demo
567
  	self.sp = data.sp or 100
ccbafe67   zhouhaihai   冒险神器和buff
568
569
  	self.spMax = data.spMax or 100
  	self._spMax = data._spMax or 100
b53593b5   zhouhaihai   羁绊加成
570
571
572
  end
  
  function Player:addExp(value)
4f0a5fae   zhouhaihai   营养剂
573
574
575
576
  	-- 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
577
  	if value <= 0 then return end
6732f756   zhouhaihai   玩家升级
578
579
580
581
582
583
584
585
586
587
588
  	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
56484297   zhouhaihai   冒险消息
589
590
591
  
  	self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
  
6732f756   zhouhaihai   玩家升级
592
  	if delta > 0 then
8781e103   zhouhaihai   冒险 bug
593
  		for attr, _ in pairs(AdvAttsEnum) do
d232676a   zhouhaihai   功能解锁 冒险返回
594
  			self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
6732f756   zhouhaihai   玩家升级
595
  		end
81032a9c   zhouhaihai   抽奖
596
  		self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
6732f756   zhouhaihai   玩家升级
597
598
599
  	end
  	self.level = level
  	self.exp = newExp
85ded242   zhouhaihai   丰富返回事件
600
  	return value
b53593b5   zhouhaihai   羁绊加成
601
  end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
602
  --vtype 0/1 值/%
d232676a   zhouhaihai   功能解锁 冒险返回
603
  function Player:addBaseAttr(attr, value, vtype, ignoreBack)
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
604
605
606
  	local attrName = attr
  	if attr == "hp" then
  		attrName = "hpMax"
e1679483   zhouhaihai   bug
607
  	elseif attr == "sp" then
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
  		attrName = "spMax"
  	end
  	local baseName = "_" .. attrName
  	if not self[baseName] then return end
  	local oldV = self[baseName]
  
  	local change = value
  	if vtype == 1 then
  		change = oldV * value / 100
  	end
  	self[baseName] = self[baseName] + change
  	if attr == "hp" then
  		self.hp = self.hp + change
  		self:reSetHpMax()
  	elseif attr == "sp" then
  		self.sp = self.sp + change
  		self:reSetSpMax()
  	else
  		self:reSetAttr(attr)
  	end
d232676a   zhouhaihai   功能解锁 冒险返回
628
629
630
631
  
  	if not ignoreBack then
  		self.battle.adv:pushBackEvent(AdvBackEventType.BaseAttrChange, {type = AdvAttsEnum[attr] or 0, change = change})
  	end
1ffc16b9   zhouhaihai   冒险 选择点和 建筑
632
  end
b53593b5   zhouhaihai   羁绊加成
633
  
3b0526d2   zhouhaihai   冒险demo
634
635
  --cType 0 or nil  值  1 百分比
  function Player:changeSp(value, cType)
85ded242   zhouhaihai   丰富返回事件
636
  	local oldSp = self.sp
3b0526d2   zhouhaihai   冒险demo
637
  	cType = cType or 0
cac28f5f   zhouhaihai   魔力改变
638
  	local change = 0
3b0526d2   zhouhaihai   冒险demo
639
  	if cType == 0 then
cac28f5f   zhouhaihai   魔力改变
640
  		change = value
3b0526d2   zhouhaihai   冒险demo
641
  	elseif cType == 1 then
cac28f5f   zhouhaihai   魔力改变
642
  		change = self.sp * value / 100
3b0526d2   zhouhaihai   冒险demo
643
  	end
6c012309   zhouhaihai   sp 满了不加
644
  	local old = self.sp
cac28f5f   zhouhaihai   魔力改变
645
  	self.sp = math.floor(math.min(self.spMax, math.max(0, self.sp + change)))
6c012309   zhouhaihai   sp 满了不加
646
  	change = self.sp - old
cac28f5f   zhouhaihai   魔力改变
647
648
  	if change ~= 0 then
  		self.battle.adv:pushBackEvent(AdvBackEventType.SpChange, {change = math.floor(change)})
81032a9c   zhouhaihai   抽奖
649
  	end
3b0526d2   zhouhaihai   冒险demo
650
651
  end
  
ccbafe67   zhouhaihai   冒险神器和buff
652
  -- 重新计算 魔法上限
3df73a9e   zhouhaihai   复兴奖励
653
  function Player:reSetSpMax()
ccbafe67   zhouhaihai   冒险神器和buff
654
655
656
657
658
659
660
  	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
661
662
663
  --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
664
  		if not buff.isDel and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
e90b4d20   zhouhaihai   战斗buff
665
666
667
668
  			buff:effect()
  		end
  	end
  end
3b0526d2   zhouhaihai   冒险demo
669
  
596ac19f   zhouhaihai   buff
670
  function Player:afterLayer()
7b2dc17c   zhouhaihai   地图 层 buff passive
671
672
673
674
675
  	for _, passive in ipairs(self.passives) do
  		if not passive.isDel then
  			passive:afterLayer()
  		end
  	end
596ac19f   zhouhaihai   buff
676
677
678
679
680
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel then
  			buff:afterLayer()
  		end
  	end	
7b2dc17c   zhouhaihai   地图 层 buff passive
681
682
  
  	self:clearRound()
596ac19f   zhouhaihai   buff
683
684
  end
  
e852b350   zhouhaihai   冒险成就类型增加
685
  function Player:addBuff(buffId, releaser)
c5d9338f   zhouhaihai   通用方法 异常
686
687
688
689
  	local status = Player.super.addBuff(self, buffId, releaser)
  	if  status then
  		self.battle.player:attrChangeCondBuffCheck(2, buffId)
  		self.battle.adv:checkAchievement(self.battle.adv.AchievType.GetBuff, 1, buffId)
d232676a   zhouhaihai   功能解锁 冒险返回
690
  		self.battle.adv:pushBackEvent(AdvBackEventType.Buff, {buffId = buffId})
c5d9338f   zhouhaihai   通用方法 异常
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  	end
  	return status
e852b350   zhouhaihai   冒险成就类型增加
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  end
  
b71a8190   zhouhaihai   动态改变 一些buff
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  function Player:attrChangeCondBuffCheck(etype, cond)
  	local effect = {}
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and (buff:getType() == Buff.ATTR_CHANGE_COND) then
  			local _et, _attr, _co = buff:getEffectBy()
  			if etype == _et and (not _co or _co == cond) then
  				effect[_attr] = 1
  			end
  			
  		end
  	end
b71a8190   zhouhaihai   动态改变 一些buff
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  	for attrName, _ in pairs(effect) do
  		if attrName == "hp" then
  			self:reSetHpMax()
  		else
  			self:reSetAttr(attrName)
  		end
  	end
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
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  function Player:isPlayer()
  	return true
  end
  
b53593b5   zhouhaihai   羁绊加成
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  function Player:getDB()
  	local db = Player.super.getDB(self)
ccbafe67   zhouhaihai   冒险神器和buff
721
  	for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
b53593b5   zhouhaihai   羁绊加成
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  		db[field] = self[field]
  	end
ccbafe67   zhouhaihai   冒险神器和buff
724
  	db["_spMax"] = self._spMax
b53593b5   zhouhaihai   羁绊加成
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  	return db
  end
  
9687f887   zhouhaihai   建筑被动
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  -- 建筑 拥有被动技  
  local Build = class("Build", BaseObject)
  
  function Build:ctor(battle, id, roomId, blockId, lock, build, mapIdx)
  	Enemy.super.ctor(self, battle)
  	self.id = id
9687f887   zhouhaihai   建筑被动
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  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
  	self.mapIdx = mapIdx
  	self:initData(build)
  end
  
  function Build:initData(data)
  end
  
  function Build:addBuff(buffId, releaser)
  end
  
  function Build:hurt()
  end
  
d232676a   zhouhaihai   功能解锁 冒险返回
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  function Build:isBuild()
  	return true
  end
9687f887   zhouhaihai   建筑被动
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  --0 全部  1 怪物  2 玩家  
  function Build:getTeam(nType, noSelf, mapIdx, includeLock)
  	noSelf = false  -- 不管怎么都取不到自己
  	mapIdx = mapIdx or self.battle.adv:getCurMapIdx()
  	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[mapIdx]) do
  			if not noSelf or enemy ~= self then 
  				if not enemy.isDead and (includeLock or 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
  		addEnemy()
  	elseif nType == 2 then
  		addPlayer()
  	end
  	return team
  end
26aeaf48   zhouhaihai   bug
785
  function Build:unlock()
9687f887   zhouhaihai   建筑被动
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  	self.lock = nil
  end
  
26aeaf48   zhouhaihai   bug
789
  function Build:getDB()
9687f887   zhouhaihai   建筑被动
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  	local db = {}
  	db.passives = {}
  	for _, passive in ipairs(self.passives) do
  		table.insert(db.passives, passive:getDB())
  	end
  	return db
  end
3b0526d2   zhouhaihai   冒险demo
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26aeaf48   zhouhaihai   bug
799
  return table.pack(Player, Enemy, Build)