HeroPlugin.lua 4.76 KB
local HeroPlugin = {}


function HeroPlugin.bind(Hero)

	function Hero:getMaxLevel()
		return math.min(#csvdb["unit_expCsv"], csvdb["unit_breakCsv"][self:getProperty("breakL")].levelLimit)
	end

	function Hero:getSPoint()
		local point = 0
		for i = 0, self:getProperty("wakeL") do
			if csvdb["unit_wakeCsv"][i] then
				point = point + csvdb["unit_wakeCsv"][i].sp
			end
		end
		return point
	end

	function Hero:getLSPoint()
		local point = self:getSPoint()
		for skill, level in pairs(self:getProperty("skillL"):toNumMap()) do
			point = point - (level - 1)
		end
		return point
	end
	--角色属性值 = 基础属性值(unit)* [ 1 + 升级属性(unit_exp)+ 突破属性(unit_break)] * [ 1 + 觉醒属性(unit_wake)+ 天赋属性(unit_talent)]
	function Hero:getBaseAttrs(params)
		params = params or {}
		local unitData  = csvdb["unitCsv"][self:getProperty("type")]
		local level = params.level or self:getProperty("level")
		local breakL = params.breakL or self:getProperty("breakL")
		local wakeL = params.wakeL or self:getProperty("wakeL")
		local talent = params.talent or self:getProperty("talent")


		local attrs = {}
		for _, attName in pairs(AttsEnumEx) do
			attrs[attName] = unitData[attName] or 0
		end
		local lData = csvdb["unit_expCsv"][level]
		local blData = csvdb["unit_breakCsv"][breakL]
		-- core
		for attr, value in pairs(attrs) do
			attrs[attr] = attrs[attr] * (100 + (lData[attr .. "Level"] or 0) + (blData[attr .. "Level"] or 0)) / 100
		end

		local talentAttrS = {}
		-- 天赋阶段属性
		for i = 1, (talent:getv(0, 1) - 1) do 
			local curData = csvdb["unit_talentCsv"][i]
			local effect = curData[#curData].effect:toArray(true, "=")
			talentAttrS[AttsEnumEx[effect[1]]] = (talentAttrS[AttsEnumEx[effect[1]]] or 0) + effect[2]
		end
		-- 四个基础属性
		local curData = csvdb["unit_talentCsv"][talent:getv(0, 1)] 
		if not curData then -- 已经满阶段了
			curData = csvdb["unit_talentCsv"][#csvdb["unit_talentCsv"]] 
			local strength = curData[#curData].strength
			for i = 1, 4 do
				talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + strength
			end
		else
			for i = 1, 4 do --4个天赋
				talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + curData[talent:getv(i, 0)].strength
			end
		end

		--好感度
		local loveUp = {}
		for i = 0, self:getProperty("loveL") do
			local reward = csvdb["unit_love_effectCsv"][i]["reward"] 
			for attrId, value in pairs(reward:toNumMap()) do
				loveUp[AttsEnumEx[attrId]] = (loveUp[AttsEnumEx[attrId]] or 0) + value
			end
		end

		--皮肤
		local skinUp = {}
		local reward = (csvdb["unit_skinCsv"][self:getSkinId()] or {})["reward"] or ""
		for attrId, value in pairs(reward:toNumMap()) do
			skinUp[AttsEnumEx[attrId]] = (skinUp[AttsEnumEx[attrId]] or 0) + value
		end

		--觉醒
		local wData = csvdb["unit_wakeCsv"][wakeL]
		for attr, value in pairs(attrs) do
			attrs[attr] = attrs[attr] * (100 + (wData[attr .. "Level"] or 0) + (talentAttrS[attr] or 0) + (loveUp[attr] or 0) + (skinUp[attr] or 0)) / 100
		end

		return attrs
	end

	--当前属性 = [ 角色属性值 + 基础装备(固定)+ 专属装备(固定)] * [ 1 + 基础装备(百分比) + 专属装备(百分比)]
	function Hero:getTotalAttrs(params)
		local attrs = self:getBaseAttrs()
		return attrs
	end
	-- 战斗力(当前属性)= POWER[(生命 + 防御 * 7 + 闪避 * 4)*(攻击 + 命中 * 4)*(1 + 暴击几率/100 * 暴击伤害/100)* 攻击速度 / 60000 ,0.8 ]
	function Hero:getBattleValue()
		local attrs = self:getTotalAttrs()
		local battleValue = ((attrs["hp"] + attrs["def"] * 7 + attrs["miss"] * 4) * (attrs["atk"] + attrs["hit"] * 4) * (1 + attrs["crit"]/100 * attrs["critHurt"]/100) * attrs["atkSpeed"] / 60000) ^ 0.8
		return math.floor(battleValue)
	end

	function Hero:saveBattleValue()
		local battleValue = self:getBattleValue()
		if battleValue ~= self:getProperty("battleV") then
			self:setProperty("battleV", battleValue)
		end
		return battleValue
	end

	function Hero:getSkillLevel(idx)
		return self:getProperty("skillL"):getv(idx, 1)
	end

	function Hero:getSkillData(idx, skin)
		local unitData = csvdb["unitCsv"][self:getSkinId(skin)]
		if idx == 1 then
			return csvdb["skill_blockCsv"][unitData.block]
		elseif idx == 2 then
			return csvdb["skill_specialCsv"][unitData.special]
		elseif idx == 3 then
			return csvdb["skill_passiveCsv"][unitData.passive]
		elseif idx == 4 then --冒险技能
			if unitData.adv > 1000 then
				return csvdb["adv_skill_passiveCsv"][unitData.adv]
			else
				return csvdb["adv_skillCsv"][unitData.adv]
			end
		end
		return {}
	end

	function Hero:getSkinId(skin)
		skin = skin or self:getProperty("skin")
		if skin == 0 then
			return self:getProperty("type")
		else
			return 30000 + self:getProperty("type") * 10 + skin
		end
	end

end


return HeroPlugin