AdvPlayer.lua 12.5 KB
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-- 角色
local Buff = require "adv.AdvBuff"
local Skill = require "adv.AdvSkill"
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.def = 0
	self.aType = 0 --攻击类型
	self.lock = nil
	self.passives = {} --固有技能
	self.buffs = {} --buff
	self.skillOrder = {} --战斗内技能序列
	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
	self.def = data.def
	--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
	self._def = data._def or self.def
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
		table.insert(self.passives, Passive.new(self, passive))
	end
	for _, buff in ipairs(data.buffs or {}) do
		table.insert(self.buffs, Buff.load(self, buff))
	end
end

function BaseObject:reset(data)
	self.passives = {}
	self.buffs = {}
	self:initData(data)
	self:initAfter(data)
end

function BaseObject:afterRound()
	for _, passive in ipairs(self.passives) do
		passive:afterRound(self)
	end
	for _, buff in ipairs(self.buffs) do
		buff:afterRound()
	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
			self.battle.adv:backBuff(self.id, self.buffs[i].id, true)
			self.buffs[i]:endBuff()
			table.remove(self.buffs, i)
		end
	end
end
function BaseObject:clear()
	self.buffs = {}
	self.passives = {}
end

function BaseObject:battleBegin()
	for _, passive in ipairs(self.passives) do
		passive:battleBegin()
	end
end

function BaseObject:battleEnd()
	for _, buff in ipairs(self.buffs) do
		buff:battleEnd()
	end
end

function BaseObject:addPassive(params)
	local skillId = params.id
	local skillData = csvdb["adv_map_passiveCsv"][skillId]
	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 }))

	self.battle.adv:backPassive(self.id, skillId)
end

function BaseObject:addBuff(buffId, releaser)
	local buffData = csvdb["adv_map_buffCsv"][buffId]
	if not buffData then return end
	for _, buff in ipairs(self.buffs) do
		if not buff.isDel and (buff:getType() == Buff.CLEAR_BUFF or buff:getType() == Buff.IMMNUE_BUFF) then
			if buff:canEffect(buffId, buffData.group) then
				buff:effect()
				return
			end
		end
	end
	table.insert(self.buffs, Buff.create(self, releaser, {id = buffId}))

	self.battle.adv:backBuff(self.id, buffId)
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

function BaseObject:hadBuffById(bId)
	for _, buff in ipairs(self.buffs) do
		if not buff.isDel and buff.id == bId 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:effect()
			if cType then
				effect[cType] = effect[cType] + value
				count = count + 1
			end
		end
	end
	effect[1] = effect[1] / 100
	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:effect()  --  aType 0 全部  1 普通攻击
			if cType then
				if aType == 0 or isAtk then
					effect[cType] = effect[cType] + value
				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)
	local old = self[field]
	self[field] = self["_" .. field] --重置一下
	local fieldToBuff = {atk = Buff.ATK_CHANGE, hit = Buff.HIT_CHANGE, miss = Buff.MISS_CHANGE, def = Buff.DEF_CHANGE}
	local effect = self:getCommonBuffEffect(fieldToBuff[field])
	self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
	local delta = self[field] - old
	if delta ~= 0 then
		if field == "atk" then
			self.battle.adv:backAtkChange(self.id, delta)
		elseif field == "def" then
			self.battle.adv:backDefChange(self.id, delta)
		end 
	end
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]) - self.def)
end

--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
-- 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
--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
		releaser:triggerPassive(Passive.SELF_ATK)
		for _, team in ipairs(releaser:getTeam(1, true)) do
			team:triggerPassive(Passive.TEAM_ATK)
		end
		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
			self.battle.adv:backMiss(self.id)
			return
		end
		self:triggerPassive(Passive.SELF_HURT, {trigger = releaser})
		for _, team in ipairs(self:getTeam(1, true)) do
			team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser})
		end
	end
	if params.hurtType ~= 5 then
		if not params.hurtType or params.hurtType ~= 4 then
			value = self:getInjuredValue(value) --减伤计算
		end
		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
	end

	value = math.max(0, math.ceil(value))
	if value == 0 then return end
	-- 反弹伤害
	if params.hurtType ~= 3 and params.hurtType ~= 5 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~
	self.battle.adv:backHpChange(self.id, -value)
	self.hp = math.max(0, self.hp - value)

	if self.cutHp then
		self:cutHp(value)
	end

	if self.hp == 0 then
		self:triggerPassive(Passive.SELF_DEAD)
		for _, team in ipairs(self:getTeam(1, true)) do
			team:triggerPassive(Passive.TEAM_DEAD)
		end

		self.isDead = true
		self.battle.adv:backDead(self.id)
	end
	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
end
--恢复
function BaseObject:recover(value, releaser, params)
	params = params or {}
	value = math.max(0, math.ceil(value))
	self.hp = math.min(self.hpMax, self.hp + value)
	self.battle.adv:backHpChange(self.id, value)
end

function BaseObject:addSpecialSkill(skillId, skillLevel, target)
	local skillData = {id = skillId, level = skillLevel, target = target}
	table.insert(self.skillOrder, skillData)
end

function BaseObject:releaseSkill(skillId, target)
	if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
	local skill = Skill.new(self, {id = skillId, target = target})
	--返回客户端
	for _, target in ipairs(skill:getTargets()) do
		self.battle.adv:backSkill(self.id, skillId, target.id)
	end
	skill:doEffect()
	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
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 not self.monsterId then --玩家
			addPlayer()
		else
			addEnemy()
		end
	elseif nType == 2 then
		if not self.monsterId 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", "def"}
	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
	db.buffs = {}
	for _, buff in ipairs(self.buffs) do
		table.insert(db.buffs, buff:getDB())
	end
	return db
end

function BaseObject:triggerPassive(condType, params)
	if self.isDead then return end
	for _, passive in ipairs(self.passives) do
		passive:trigger(condType, params) --检查触发
	end
end

function BaseObject:changeSp()
end

local Enemy = class("Enemy", BaseObject)
function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy)
	Enemy.super.ctor(self, battle)
	self.id = mId
	self.monsterId = monsterId  --数据id
	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

function Player:cutHp(value)
	self.battle.adv:scoreChange(AdvScoreType.Hurt, value)
end

function Player:initData(data)
	Player.super.initData(self, data)
	self.level = data.level or 1  --level 每增加1级  属性增长 growth * baseAttr
	self.growth = data.growth or 0
	self.exp = data.exp or 0
	self.sp = data.sp or 100
end

function Player:addExp(value)
	-- todo
end

--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
	self.sp = math.floor(math.max(0, self.sp))
	self.battle.adv:pushBackEvent(AdvBackEventType.SpChange)
end


function Player:getDB()
	local db = Player.super.getDB(self)
	for _ , field in pairs({"level", "exp", "growth", "sp"}) do
		db[field] = self[field]
	end
	return db
end



return table.pack(Player, Enemy)