AdvBattle.lua
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local Player, Enemy, Build = 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.enemys = {} --怪
self.builds = {} -- 建筑
self.cachePassiveEvent = {}
self:initPlayer()
self:initEnemys()
self:initAfter()
if self.isNewPlayer then
self.player:triggerPassive(Passive.BORN_ONCE)
end
end
function Battle:initAfter(mapIdx)
if not mapIdx then
self.player:initAfter(self.adv.owner:getProperty("advTeam").player)
end
for idx, mapEnemys in pairs(self.enemys) do
if not mapIdx or idx == mapIdx then
for _, enemy in ipairs(mapEnemys) do
enemy:initAfter(self.adv:getBlock(enemy.roomId, enemy.blockId, idx).event.enemy)
end
end
end
for idx, mapBuilds in pairs(self.builds) do
if not mapIdx or idx == mapIdx then
for _, build in ipairs(mapBuilds) do
build:initAfter(self.adv:getBlock(build.roomId, build.blockId, idx).event.build)
end
end
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
--]]
local function getAdvLvAttrUp(upAttrs, attrName, baseAttr)
-- 1=冒险队属性;1=点数/百分比=属性枚举=参数;属性枚举(1=生命上限/2=魔法上限/3=攻击/4=防御);点数/百分比(0=点数/1=百分比)
local Enem = {
hp = 1,
sp = 2,
atk = 3,
def = 4,
}
if not Enem[attrName] then return baseAttr end
return baseAttr + (upAttrs[Enem[attrName]] or 0)
end
function Battle:initPlayer()
local advTeam = self.adv.owner:getProperty("advTeam")
if not advTeam.heros or not next(advTeam.heros) then return end
local leaderPassive = {}
local player = advTeam.player
if not player then
local advAddAttrs = self.adv.owner:getAdvLvAddAttrs()
player = {}
player.level = 1
if self.adv.level ~= 1 then
local relayData = self.adv:isHaveRelay()
if relayData then
player.level = relayData.level
end
end
player.exp = 0
player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100)
player.growth = {}
player.passives = {}
for slot, heroId in pairs(advTeam.heros) do
if heroId == advTeam.leader or heroId == advTeam.leader2 then
local hero = self.adv.owner.heros[heroId]
if hero then
local unit = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getProperty("type")]
if unit.advCaptain ~= 0 then
table.insert(player.passives, {id = unit.advCaptain, level = 1})
end
end
end
end
local attrs = self.adv.owner:getTeamBattleInfo(advTeam).heros
for attrName, _ in pairs(AdvAttsEnum) do
for _, hero in pairs(attrs) do
player[attrName] = (player[attrName] or 0) + hero[attrName]
end
player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName]) * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1)
player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1)
end
player.hpMax = player.hp or 0
self.isNewPlayer = true
advTeam.player = player
end
self.player = Player.new(self, player)
end
function Battle:initEnemys()
for idx, map in pairs(self.adv.maps) do
self:initMapEnemys(idx)
end
end
-- after 是否是 后创建的夹层
function Battle:initMapEnemys(mapIdx, after)
self.enemys[mapIdx] = {}
self.builds[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, true)
end
end
end
if after then
self:initAfter(mapIdx)
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
for _, build in ipairs(self.builds[mapIdx]) do
build:triggerPassive(passiveC[1], passiveC[2])
end
end
end
self.cachePassiveEvent[mapIdx] = nil
end
function Battle:addEnemy(room, block, mapIdx, init)
mapIdx = mapIdx or self.adv:getCurMapIdx()
local isNew, player, data
if block:isMonster() then
if not block.event.enemy then
local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
local enemy = {}
local curFloorData = self.adv:getCurFloorData() or {}
for attrName, _ in pairs(AdvAttsEnum) do
enemy[attrName] = enemyCsv[attrName] * curFloorData[attrName]
end
enemy.passives = {}
for _, id in ipairs(enemyCsv.mapPassive:toArray(true, "=")) do
table.insert(enemy.passives, {id = id})
end
block.event.enemy = enemy
isNew = true
end
if not block.event.mId then
block.event.mId = self.adv.lastEnemyId
self.adv.lastEnemyId = self.adv.lastEnemyId + 1
end
data = block.event.enemy
player = Enemy.new(self, block.event.mId, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy, mapIdx)
table.insert(self.enemys[mapIdx], player)
elseif block:isBuild() then
if not block.event.build then
local buildCsv = csvdb["event_buildingCsv"][block.event.id]
local build = {}
build.passives = {}
for _, id in ipairs(buildCsv.passive:toArray(true, "=")) do
table.insert(build.passives, {id = id})
end
block.event.build = build
isNew = true
end
data = block.event.build
player = Build.new(self, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.build, mapIdx)
table.insert(self.builds[mapIdx], player)
end
if not init then
player:initAfter(data)
-- 游戏中新创建的 加上地图 floor 效果
if isNew then
local passives, buffs = self:getMapEffect(2, true, mapIdx)
for _, passive in ipairs(passives) do
player:addPassive({id = passive})
end
for _, buff in ipairs(buffs) do
enemy:addBuff(buff)
end
end
end
return player
end
function Battle:getEnemy(roomId, blockId, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
for _, enemy in ipairs(self.enemys[mapIdx] or {}) do
if enemy.roomId == roomId and enemy.blockId == blockId then
return enemy
end
end
end
function Battle:getBuild(roomId, blockId, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
for _, build in ipairs(self.builds[mapIdx] or {}) do
if build.roomId == roomId and build.blockId == blockId then
return build
end
end
end
function Battle:getEnemyById(id)
for idx, mapEnemys in pairs(self.enemys) do
for _, enemy in ipairs(mapEnemys) do
if enemy.id == id then
return enemy
end
end
end
end
function Battle:getRBByEnemyId(enemyId)
local enemy = self:getEnemyById(enemyId)
return enemy.roomId, enemy.blockId, enemy.mapIdx
end
--触发全员被动技能
function Battle:triggerPassive(condType, params, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
self.player:triggerPassive(condType, params)
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
for _, build in ipairs(self.builds[mapIdx]) do
build:triggerPassive(condType, params)
end
end
end
-- 只是从战斗中移除 从地图中移除 在外面操作
function Battle:removeEnemyById(id)
local mapIdx = self.adv:getCurMapIdx()
for i = #self.enemys[mapIdx], 1, -1 do
if self.enemys[mapIdx][i].id == id then
local enemy = table.remove(self.enemys[mapIdx], i)
enemy:clear()
break
end
end
end
-- 只是从战斗中移除 从地图中移除 在外面操作
function Battle:removeBuildByPos(roomId, blockId)
local mapIdx = self.adv:getCurMapIdx()
for i = #self.builds[mapIdx], 1, -1 do
if self.builds[mapIdx][i].roomId == roomId and self.builds[mapIdx][i].blockId == blockId then
local build = table.remove(self.builds[mapIdx], i)
build:clear()
break
end
end
end
--回合
function Battle:afterRound()
local mapIdx = self.adv:getCurMapIdx()
table.sort(self.enemys[mapIdx], function(e1, e2)
return e1.id < e2.id
end)
self.player:afterRound("buffBefore")
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:afterRound("buffBefore")
end
for _, build in ipairs(self.builds[mapIdx]) do
build:afterRound("buffBefore")
end
self.player:afterRound("passive")
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:afterRound("passive")
end
for _, build in ipairs(self.builds[mapIdx]) do
build:afterRound("passive")
end
self.player:afterRound("buffAfter")
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:afterRound("buffAfter")
end
for _, build in ipairs(self.builds[mapIdx]) do
build:afterRound("buffAfter")
end
self.player:clearRound()
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:clearRound()
end
for _, build in ipairs(self.builds[mapIdx]) do
build:clearRound()
end
for i = #self.enemys[mapIdx], 1, -1 do
if self.enemys[mapIdx][i].isDead then
local enemy = table.remove(self.enemys[mapIdx], i)
self.adv:enemyDead(enemy, enemy.isDead == 1)
enemy:clear()
end
end
for i = #self.builds[mapIdx], 1, -1 do
if self.builds[mapIdx][i].isDead then
local build = table.remove(self.builds[mapIdx], i)
local room = self.adv:getCurMap().rooms[build.roomId]
if room then
local block = room.blocks[build.blockId]
if block then
block:clear()
self.adv:backBlockChange(build.roomId, build.blockId)
end
end
build:clear()
end
end
self.player:triggerPassive(Passive.AFTER_ROUND)
if self.player.isDead then
self.adv:over(false, nil, -2)
end
end
function Battle:battleBegin(roomId, blockId, params)
local enemy = self:getEnemy(roomId, blockId)
if not enemy then return end
local player = params.player
if not player then return end
-- 玩家没死就是怪死了
if player.hp > 0 then
enemy:kill()
self.player:effectBattleBuff()
self.adv.owner:checkTaskEnter("AdvBattleWin", {id = self.adv.chapterId})
if params.bySkill then
self.player:triggerPassive(Passive.SKILL_KILL)
end
end
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
end
function Battle:getMapEffect(ctype, ilayer, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
local mapData = self.adv.maps[mapIdx]:getMapInfoCsv() or {}
local floorData = self.adv:getCurFloorData() or {}
local passives = {}
local buffs = {}
for _type, temp in ipairs({mapData, floorData}) do
for _, one in ipairs((temp.passive or ""):toTableArray(true)) do
passives[one[1]] = passives[one[1]] or {}
if ilayer and one[1] == 1 and _type == 2 then
else
table.insert(passives[one[1]], one[2])
end
end
for _, one in ipairs((temp.buff or ""):toTableArray(true)) do
buffs[one[1]] = buffs[one[1]] or {}
if ilayer and one[1] == 1 and _type == 2 then
else
table.insert(buffs[one[1]], one[2])
end
end
end
if ctype then
passives = passives[ctype] or {}
buffs = buffs[ctype] or {}
end
return passives, buffs
end
-- 夹层玩家 不重复加 floor
function Battle:initMapEffect(ilayer)
local passives, buffs = self:getMapEffect(nil, ilayer)
local mapIdx = self.adv:getCurMapIdx()
for _, passive in ipairs(passives[1] or {}) do
self.player:addPassive({id = passive})
end
for _, passive in ipairs(passives[2] or {}) do
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:addPassive({id = passive})
end
end
for _, buff in ipairs(buffs[1] or {}) do
self.palyer:addBuff(buff)
end
for _, buff in ipairs(buffs[2] or {}) do
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:addBuff(buff)
end
end
end
--写入数据
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
end
for idx, mapBuilds in pairs(self.builds) do
for _, build in ipairs(mapBuilds) do
local block = self.adv:getBlock(build.roomId, build.blockId, idx)
if block and block:isBuild() then
block.event.build = build:getDB()
end
end
end
end
return Battle