AdvPassive.lua 3.1 KB
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)后M回合触发(1次)
Passive.BORN_PRE = 2 --自身出生(翻开所在格子)后每N回合触发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
Passive.SELF_HURT = 10 --自身受击N次后,触发1次
Passive.TEAM_ATK = 11 --队友攻击N次后,触发1次
Passive.TEAM_HURT = 12 --队友受击N次后,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.ROOM_SHOW = 19 --自身所在房间被展示时,触发1次

-- 不同的开启条件
local PassiveFactory = {
	[]
}

function Passive:ctor(owner, data)
	self.owner = owner
	self.id = data.id
	self.level = data.level or 1
	self.passiveData = csvdb["adv_skill_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 0	--触发剩余次数
	if PassiveFactory[self.passiveData.condition] then
		PassiveFactory[self.passiveData.condition](self)
	end
end

function Passive:getCondType()
	return self.passiveData.condition, self.passiveData.value
end

function Passive:effect()
	if self._effect then
		self:_effect()
	end
	--次数为 -1 一局只能触发一次,触发过后删掉就可以
	if self.count == -1 then
		self.isDel = true
	end
	if self.count > 0 then
		self.count = self.count - 1
		self.round = self.passiveData.space
	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
		if self.round == 0 then
			self:effect()
		end
	end
end

-- 正在触发中
function  Passive:isActive( )
	return self.count > 0 or self.round > 0
end

function Passive:trigger(condType, params) --触发检查
	if self:getCondType() ~= condType then return end
	if self:isActive() then return end

	self.round = self.passiveData.delay --首次
	self.count = self.passiveData.count --次数
	-- 没有延迟就直接触发
	if self.round == 0 then
		self:effect()
	end
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
end
return Passive