AdvPassive.lua
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local Filter = class("Filter")
Filter.HP_UP_WITH_EQUAL = 1 -- 血量>=value%
Filter.HP_UP = 2 -- 血量>value%
Filter.HP_LOW_WITH_EQUAL = 3 -- 血量<=value%
Filter.HP_LOW = 4 -- 血量<value%
Filter.BUFF_BY_TYPE = 5 -- 指定类型buff
Filter.BUFF_BY_ID = 6 -- 指定id的buff
local FilterFactory = {}
FilterFactory[Filter.HP_UP_WITH_EQUAL] = function (_Filter)
_Filter._execute = function (self, target)
return target.hp >= self.value * target.hpMax / 100
end
end
FilterFactory[Filter.HP_UP] = function (_Filter)
_Filter._execute = function (self, target)
return target.hp > self.value * target.hpMax / 100
end
end
FilterFactory[Filter.HP_LOW_WITH_EQUAL] = function (_Filter)
_Filter._execute = function (self, target)
return target.hp <= self.value * target.hpMax / 100
end
end
FilterFactory[Filter.HP_LOW] = function (_Filter)
_Filter._execute = function (self, target)
return target.hp < self.value * target.hpMax / 100
end
end
FilterFactory[Filter.BUFF_BY_TYPE] = function (_Filter)
_Filter._execute = function (self, target)
return target:hadBuff(self.value)
end
end
FilterFactory[Filter.BUFF_BY_ID] = function (_Filter)
_Filter._execute = function (self, target)
return target:hadBuffById(self.value)
end
end
function Filter:ctor(params)
self.owner = params.owner
self.skill = params.skill
self.fType = params.fType -- 筛选类型
self.oType = params.oType -- 主体类型 0:owner 1:trigger 2:releaser
self.value = params.value -- 筛选值
if FilterFactory[self.fType] then
FilterFactory[self.fType](self)
end
end
function Filter:getTarget(params)
local target
if self.oType == 0 then
target = self.owner
end
if self.oType == 1 and params.trigger then
target = params.trigger
end
if self.oType == 2 and params.releaser then
target = params.releaser
end
return target
end
function Filter:execute(params)
local target = self:getTarget(params)
if not target then
return
end
if self:_execute(target) then
return self:_execute(target)
end
end
-->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
local Passive = class("Passive")
-- 每回合触发的使用 afterRound
-- 其他触发的使用 triggerPassive
Passive.BORN_ONCE = 1 -- 自身出生(翻开所在格子)触发
Passive.ROOM_SHOW = 2 --自身所在房间被展示时,触发1次
Passive.HURT_PERCENT_SELF = 3 --自身,每损失N%生命值,触发1次
Passive.HURT_PERCENT_TEAM = 4 --队友,每损失N%生命值,触发1次
Passive.HP_LOW_SELF = 5 --自身生命值<N%时,每回合触发
Passive.HP_LOW_TEAM = 6 --敌人生命值<N%时,每回合触发
Passive.HP_UP_SELF = 7 --自身生命值>N%时,每回合触发
Passive.HP_UP_TEAM = 8 --敌人生命值>N%时,每回合触发
Passive.SELF_ATK = 9 --自身攻击N次后,触发1次 < discard >
Passive.SELF_HURT = 10 --自身受击buff后,触发1次
Passive.TEAM_ATK = 11 --队友攻击N次后,触发1次 < discard >
Passive.TEAM_HURT = 12 --队友受击buff后,触发1次
Passive.MONSTER_COUNT_UP = 13 --场上存在N个以上怪物,每回合触发
Passive.MONSTER_COUNT_LOW = 14 --场上存在N个以下怪物,每回合触发
Passive.SELF_DEAD = 15 --自身死亡后,触发1次
Passive.TEAM_DEAD = 16 --队友死亡后,触发1次
Passive.TARGET_SKILL = 17 --目标每使用N次技能,触发1次
Passive.TEAM_SKILL = 18 --队友每使用N次技能,触发1次
Passive.HAVE_MONSTER = 20 --场上拥有指定怪时 回合触发
Passive.SKILL_KILL = 21 --技能击杀怪物时 触发1次
Passive.CLICK_TRAP = 22 --触发陷阱时 触发1次
Passive.DOWN_LAYER = 23 --下层时 触发1次
Passive.ADV_OVER = 24 --结算时 触发1次
Passive.BATTLE_WIN = 25 --战斗胜利x次时
Passive.CLICK_DROP = 26 --拾取drop x次时
Passive.AFTER_ROUND = 27 --经过 x回合时
Passive.GET_BUFF = 28 --获得指定buff
Passive.OPEN_BLOCK = 29 --翻开格子
Passive.OPEN_MONSTER = 30 --翻开怪物
-- 不同的开启条件
local PassiveCondFactory = {}
PassiveCondFactory[Passive.HURT_PERCENT_SELF] = function(_Passive)
_Passive._trigger = function(self, params)
local value = params.value or 1
self.rv = math.floor(self.rv + value)
if self.rv >= self.passiveData.value then
self.rv = self.rv % self.passiveData.value -- 取余
return true
end
end
_Passive._initDB = function(self, data)
self.rv = data.rv or 0
end
_Passive._getDB = function(self)
return {rv = self.rv}
end
end
PassiveCondFactory[Passive.HURT_PERCENT_TEAM] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.SELF_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.TEAM_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.TARGET_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.TEAM_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.BATTLE_WIN] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.CLICK_DROP] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.AFTER_ROUND] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.OPEN_BLOCK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF] --逻辑相同
PassiveCondFactory[Passive.SELF_HURT] = function(_Passive)
_Passive._trigger = function(self, params)
local buffId = params.buffId
local data = csvdb["adv_map_buffCsv"][buffId]
if data.classify:find(" " .. self.passiveData.value) or data.classify:find(self.passiveData.value .. " ") then
return true
end
end
end
PassiveCondFactory[Passive.TEAM_HURT] = PassiveCondFactory[Passive.SELF_HURT] --逻辑相同
PassiveCondFactory[Passive.ROOM_SHOW] = function(_Passive)
_Passive._trigger = function(self, params)
local roomId = params.roomId
if self.owner.roomId == roomId then
return true
end
end
end
PassiveCondFactory[Passive.GET_BUFF] = function(_Passive)
_Passive._trigger = function(self, params)
if self.passiveData.value == params.buffId then
return true
end
end
end
PassiveCondFactory[Passive.BORN_ONCE] = function(_Passive)
_Passive._afterRound = function(self)
if not self.owner.lock then
self:trigger(Passive.BORN_ONCE)
end
end
end
PassiveCondFactory[Passive.HAVE_MONSTER] = function(_Passive)
_Passive._afterRound = function(self)
for _, player in ipairs(self.owner.battle.player:getTeam(2)) do
if player.monsterId == self.passiveData.value then
self:trigger(Passive.HAVE_MONSTER)
break
end
end
end
end
PassiveCondFactory[Passive.HP_LOW_SELF] = function(_Passive)
_Passive._afterRound = function(self)
if self.owner.hp / self.owner.hpMax * 100 < self.passiveData.value then
self:trigger(Passive.HP_LOW_SELF)
end
end
end
PassiveCondFactory[Passive.HP_LOW_TEAM] = function(_Passive)
_Passive._afterRound = function(self)
for _, player in ipairs(self.owner:getTeam(2)) do
if player.hp / player.hpMax * 100 < self.passiveData.value then
self:trigger(Passive.HP_LOW_TEAM, {trigger = player})
end
end
end
end
PassiveCondFactory[Passive.HP_UP_SELF] = function(_Passive)
_Passive._afterRound = function(self)
if self.owner.hp / self.owner.hpMax * 100 > self.passiveData.value then
self:trigger(Passive.HP_UP_SELF)
end
end
end
PassiveCondFactory[Passive.HP_UP_TEAM] = function(_Passive)
_Passive._afterRound = function(self)
for _, player in ipairs(self.owner:getTeam(2)) do
if player.hp / player.hpMax * 100 > self.passiveData.value then
self:trigger(Passive.HP_UP_TEAM, {trigger = player})
end
end
end
end
PassiveCondFactory[Passive.MONSTER_COUNT_UP] = function(_Passive)
_Passive._afterRound = function(self)
local monsters = self.owner.battle.player:getTeam(2)
if #monsters > self.passiveData.value then
self:trigger(Passive.MONSTER_COUNT_UP)
end
end
end
PassiveCondFactory[Passive.MONSTER_COUNT_LOW] = function(_Passive)
_Passive._afterRound = function(self)
local monsters = self.owner.battle.player:getTeam(2)
if #monsters < self.passiveData.value then
self:trigger(Passive.MONSTER_COUNT_LOW)
end
end
end
function Passive:ctor(owner, data)
self.owner = owner
self.id = data.id
self.level = data.level or 1
self.passiveData = csvdb["adv_map_passiveCsv"][self.id][self.level]
self.isDel = false
self.round = data.round or 0 --触发剩余回合数
self.count = data.count or self.passiveData.count --触发剩余次数
self.delay = data.delay or self.passiveData.delayRound --触发延迟回合数
self.effects = self.passiveData.effect:toTableArray(true)
self.filters = {}
if self.passiveData.count < 0 then -- count < 0 无限次触发
self.count = 999
end
if PassiveCondFactory[self.passiveData.condition] then
PassiveCondFactory[self.passiveData.condition](self)
end
self:initFilter()
if self._initDB then
self:_initDB(data)
end
end
function Passive:initFilter()
local filterList = self.passiveData.filter:toTableArray(true)
for _, fParams in ipairs(filterList) do
local filter = Filter.new({owner = self.owner, skill = self, oType = fParams[1], fType = fParams[2], value = fParams[3] })
table.insert(self.filters, filter)
end
end
function Passive:getCondType()
return self.passiveData.condition, self.passiveData.value
end
-- effect 生效篩選
function Passive:canEffect(effType, effValue)
if self.owner.lock and effType ~= 3 then -- 锁定的只能触发翻开自己格子的固有技
return
end
--禁用被动技
if self.owner:getPassiveIdx(self) <= self.owner:getDisablePassiveCount() then
return
end
return true
end
function Passive:effect(triggerPms)
for _, effect in pairs(self.effects) do
local effType = effect[1]
local effValue = effect[2]
local otherPms = {}
for i = 3, #effect do
table.insert(otherPms, effect[i])
end
if self:canEffect(effType, effValue) then
self["effect" .. effType](self, effValue, triggerPms, table.unpack(otherPms))
end
end
if self.count > 0 then
self.count = self.count < 999 and self.count - 1 or self.count
self.round = self.passiveData.round
end
if self.count <= 0 and self.passiveData.refresh == 1 then -- 次数 <= 0 并且一次冒险内不刷新,被动可以直接移除
self.isDel = true
end
end
function Passive:afterRound()
if self.isDel or self.owner.isDead then return end
if self._afterRound then
self:_afterRound() --有的触发自己检测在这里检查
end
if self.round > 0 then --回合触发的
self.round = self.round - 1
end
if self.delay > 0 then
self.delay = self.delay - 1
end
end
-- 可以触发
function Passive:canTrigger( )
return self.count > 0 and self.delay <= 0
end
function Passive:trigger(condType, params) --触发检查
params = params or {}
if self.isDel or self.owner.isDead then return end
if self:getCondType() ~= condType then return end
if not self:canTrigger() then return end
if self._trigger then
if not self:_trigger(params) then return end --检查
end
if not self:filter(params) then
return
end
if math.randomInt(1, 100) > self.passiveData.chance then
return
end
if self.round and self.round > 0 then -- cd
return
end
self:effect(params)
end
function Passive:filter(params)
for _, filter in ipairs(self.filters) do
if not filter:execute(params) then
return
end
end
return true
end
function Passive:getDB()
local db = {}
if self._getDB then
db = self:_getDB()
end
db.id = self.id
db.level = self.level
db.round = self.round
db.count = self.count
db.delay = self.delay
return db
end
--默认=0=使用技能,
function Passive:effect0(value)
self.owner:releaseSkill(value)
end
--1=自身获得buff
function Passive:effect1(value)
self.owner:addBuff(value, self.owner)
end
--2=触发目标获得buff
function Passive:effect2(value, triggerPms)
local aim = triggerPms.trigger or self.owner.battle.player
if aim then
aim:addBuff(value, self.owner)
end
end
--3=翻开自己所在格子
function Passive:effect3(value)
if value == 0 then
self.owner.battle.adv:getCurMap():openBlock(self.owner.roomId, self.owner.blockId)
elseif value > 0 then
self.owner.battle.adv:getCurMap():openBlocksBySize(self.owner.roomId, self.owner.blockId, value)
elseif value == -1 then -- 当前房间
self.owner.battle.adv:getCurMap():openBlocksByRoom(self.owner.roomId)
elseif value == -2 then -- 当前层
self.owner.battle.adv:getCurMap():openAllBlocks(not self.owner.monsterId)
end
end
--4=逃跑
function Passive:effect4()
self.owner.isDead = 1 --跑了
end
--5=召唤怪物
function Passive:effect5(monsterId)
for _, buff in ipairs(self.owner.battle.player.buffs) do
if not buff.isDel and buff:getType() == buff.Buff_NO_PASSIVE_MONSTER then
local effect = buff:effect()
if effect == 0 or effect == monsterId then
return
end
end
end
self.owner.battle.adv:getCurMap():addNewMonsterRand(monsterId)
end
--6=给所有场上怪物增加buff
function Passive:effect6(value)
local firends = self.owner.battle.player:getTeam(2)
for k , v in pairs(firends) do
self.owner:addBuff(value, self.owner)
end
end
--7=给自己加一個被動技能 --废弃
-- function Passive:effect7(value)
-- self.owner:addPassive({id = value})
-- end
--8=获得drop,直接进入背包
function Passive:effect8(dropId)
local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
self.owner.battle.adv:award({[item[1]] = item[2]})
end
--9=直接获得item(可在结算触发时使用)
function Passive:effect9(itemId, triggerPms, ratio, max)
local cond = nil
if self.passiveData.value == 0 then
cond = triggerPms.score
elseif self.passiveData.value == 1 then
cond = triggerPms.level
else
return
end
if not cond then return end
self.owner.battle.adv:award({[itemId] = math.floor(math.max(0, math.min(max, cond / ratio)))})
end
--10=战斗额外掉落次数
function Passive:effect10(itemId, triggerPms, count)
if triggerPms.count then
self.owner.battle.adv:award({[triggerPms.itemId] = triggerPms.count * count})
end
end
return Passive