AdvBattle.lua
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local Player, Enemy = table.unpack(require "adv.AdvPlayer")
local Buff = require "adv.AdvBuff"
local Passive = require "adv.AdvPassive"
local Battle = class("Battle")
function Battle:ctor(adv)
self.adv = adv
self.player = nil --玩家
self.isNewPlayer = false
self.enemy = nil
self.enemys = {} --怪
self.tempData = {} -- 临时回合数据
self:initPlayer()
self:initEnemys()
self:initAfter()
if self.isNewPlayer then
self.player:triggerPassive(Passive.BORN_ONCE)
end
end
function Battle:initAfter()
self.player:initAfter(self.adv.advTeam.player)
for _, enemy in pairs(self.enemys) do
enemy:initAfter(self.adv.rooms[enemy.roomId].blocks[enemy.blockId].event.enemy)
end
if self.adv.advTeam.enemyId then
local enemy = self:getEnemyById(self.adv.advTeam.enemyId)
self.enemy = enemy
end
end
--[[
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
--]]
function Battle:initPlayer()
if not next(self.adv.advTeam.heros) then return end
if not self.adv.advTeam.player then
local player = {}
player.passives = {}
local heroLevel = 0
for slot, heroId in pairs(self.adv.advTeam.heros) do
local hero = self.adv.owner.heros[heroId]
if hero then
heroLevel = heroLevel + hero:getProperty("level")
local advSkillId = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getSkinId()]["adv"]
if advSkillId > 1000 then
table.insert(player.passives, {id = advSkillId, level = hero:getSkillLevel(4)})
end
end
end
player.growth = (self.adv.owner:getRealBattleValue(self.adv.advTeam.heros) / 80) ^ 0.52 + math.floor(heroLevel / 50) / 50
player.level = 1
player.exp = 0
local activeRelation = self.adv.owner:getHeroActiveRelation()
local baseAttr = csvdb["adv_unitCsv"][math.floor(self.adv.advInfo.chapter / 100)]
for _, attr in pairs(AttsEnumEx) do
if baseAttr[attr] then
player[attr] = baseAttr[attr] + baseAttr[attr] * player.growth * (player.level - 1)
end
end
player.hpMax = player.hp or 0
self.adv.advTeam.player = player
self.isNewPlayer = true
end
self.player = Player.new(self, self.adv.advTeam.player)
end
function Battle:initEnemys()
for _, room in pairs(self.adv.rooms) do
for _, block in pairs(room.blocks) do
self:addEnemy(room, block)
end
end
end
function Battle:addEnemy(room, block)
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
if not block.event.enemy then
local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
local enemy = {}
enemy.hp = enemyCsv.hp + enemyCsv.levelhp * self.adv.advInfo.level
enemy.atk = enemyCsv.atk + enemyCsv.levelatk * self.adv.advInfo.level
enemy.hit = enemyCsv.hit + enemyCsv.levelhit * self.adv.advInfo.level
enemy.miss = enemyCsv.miss + enemyCsv.levelmiss * self.adv.advInfo.level
enemy.def = enemyCsv.def + enemyCsv.leveldef * self.adv.advInfo.level
enemy.passives = {}
for _, id in ipairs(enemyCsv.passive:toArray(true, "=")) do
table.insert(enemy.passives, {id = id})
end
block.event.enemy = enemy
end
local player = Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy)
table.insert(self.enemys, player)
return player
end
end
function Battle:getEnemy(roomId, blockId)
for _, enemy in ipairs(self.enemys) do
if enemy.roomId == roomId and enemy.blockId == blockId then
return enemy
end
end
end
function Battle:getEnemyById(id)
for _, enemy in ipairs(self.enemys) do
if enemy.id == id then
return enemy
end
end
end
function Battle:getRBByEnemyId(enemyId)
local enemy = self:getEnemyById(enemyId)
return enemy.roomId, enemy.blockId
end
function Battle:isBattleEnd()
if not self.enemy then
return true
end
end
--战斗开始
function Battle:battleBegin(roomId, blockId, isQuick)
self.tempData = {} -- 清理上次战斗数据
if self.enemy then
self.player:reset(self.adv.advTeam.player)
self.enemy:reset(self.adv.rooms[self.enemy.roomId].blocks[self.enemy.blockId].event.enemy)
end
local enemy = self:getEnemy(roomId, blockId)
if enemy then
self.adv:backBattleBegin()
self.enemy = enemy
self.player:battleBegin()
self.enemy:battleBegin()
if not isQuick then
self:doBattleTurn()
return
end
while not enemy.isDead and not self.player.isDead do
self:doBattleTurn()
end
end
end
-- 检查回合数同步
function Battle:checkTurn(turn)
if self.tempData[turn] then
return true
end
end
-- 战斗内一回合
function Battle:doBattleTurn()
local enemy = self.enemy
-- 玩家先出手
self.adv:backAtk(nil, enemy.id)
self:doPlayerTurn(self.player, enemy)
--是否无法攻击
if not enemy.isDead and not enemy:hadBuff(Buff.CANT_BACK_ATK) then
self.adv:backAtk(enemy.id, nil)
self:doPlayerTurn(enemy, self.player)
end
-- 判定死亡
if enemy.isDead or self.player.isDead then
local deadPlayer = enemy.isDead and enemy or self.player
deadPlayer:battleEnd()
self.enemy = nil
else
self.adv:backTurnEnd()
end
self:getTempDB()
end
--战斗内角色回合逻辑
function Battle:doPlayerTurn(atkPlayer, hurtPlayer)
atkPlayer:beforeTurn()
if #(atkPlayer.skillOrder) > 0 then
atkPlayer:releaseSpecialSkill()
else
hurtPlayer:hurt(atkPlayer:getHurtValue(), atkPlayer, {hurtType = 1})
end
atkPlayer:afterTurn()
atkPlayer:clearTurn()
end
--触发全员被动技能
function Battle:triggerPassive(condType, params)
self.player:triggerPassive(condType, params)
for _, enemy in ipairs(self.enemys) do
enemy:triggerPassive(condType, params)
end
end
--回合
function Battle:afterRound()
self.player:afterRound()
table.sort(self.enemys, function(e1, e2)
return e1.id < e2.id
end)
for _, enemy in ipairs(self.enemys) do
enemy:afterRound()
end
self.player:clearRound()
for _, enemy in ipairs(self.enemys) do
enemy:clearRound()
end
for i = #self.enemys, 1, -1 do
if self.enemys[i].isDead then
self.adv:enemyDead(self.enemys[i].roomId, self.enemys[i].blockId)
self.enemys[i]:clear()
table.remove(self.enemys, i)
end
end
if self.player.isDead then
self.adv:over(false)
end
end
-- 写入临时数据
function Battle:getTempDB()
local turnDB = {}
if self.enemy then
turnDB.enemy = self.enemy:getDB()
end
turnDB.player = self.player:getDB()
table.insert(self.tempData, turnDB)
end
--写入数据
function Battle:getDB()
if not self.enemy then
self.adv.advTeam.enemyId = nil
else
self.adv.advTeam.enemyId = self.enemy.id
return
end
self.adv.advTeam.player = self.player:getDB()
for _, enemy in ipairs(self.enemys) do
local block = self.adv.rooms[enemy.roomId].blocks[enemy.blockId]
block.event.enemy = enemy:getDB()
end
end
return Battle