AdvBuff.lua 19.2 KB
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local Buff = class("Buff")

Buff.HP_CHANGE = 1  --生命变化(每回合生效)
Buff.HP_MAX_CHANGE = 2	--生命上限变化(状态)
Buff.ATTR_CHANGE = 3 --属性变化(状态)
Buff.IMMNUE_ATK = 4 -- 免疫普通攻击
Buff.BACK_HURT = 5 -- 伤害反弹
Buff.HURT_CHANGE = 6 -- 伤害变化
Buff.INJURED_CHANGE = 7 -- 受伤变化
Buff.HURT_TRANSFER = 8 -- 侍宠(转移自己受到的伤害)
Buff.HURT_ABSORB = 9 -- 舍身(吸收他人受到的伤害)
Buff.CANT_BACK_ATK = 10 -- 无法反击
Buff.IMMNUE_BUFF = 11 -- 免疫buff
Buff.CLEAR_BUFF = 12 -- 清除buff
Buff.CANT_SKILL = 13 -- 禁止技能
Buff.OPEN_BLOCK = 14 -- 翻开格子(每回合)
Buff.SP_CHANGE = 15 -- sp变化(每回合)
Buff.HP_CHANGE_NOW = 16 -- 生命变化(每回合生效,立刻生效)
Buff.BATTLE_BUFF = 17 -- 切换为战斗中的buff
Buff.CHANGE_DROP = 18 -- 转换掉落
Buff.BATTLE_PASSIVE = 19 -- 切换为战斗中的被动技
Buff.EXP_ADD = 20 -- 增加exp(每回合)
Buff.DONT_DEFEND = 21 -- 不看守地板 -- 怪周围点半可点击
Buff.SHOW_DANGER = 22 -- 扫雷 展示地上怪物和陷阱数量的标记
Buff.SHOW_MONSTER_POS = 23 -- 蓝臂章训练场 感知
Buff.EXP_UP = 24 -- 杀敌经验提高
Buff.DISABLE_BUFF = 25 -- 禁用固有技
Buff.ATTR_CHANGE_COND = 26 --属性变化(状态)有条件
Buff.CHANGE_DROP_TO_CLICK = 27 --掉落转换为click
Buff.SP_MAX_CHANGE = 28 -- 魔法上限
Buff.ITEM_GET_UP = 29 -- 获得道具数量增加
Buff.Buff_EFFECT_CHANGE = 30 -- 改变 buff 效果
Buff.Buff_NO_PASSIVE_MONSTER = 31 -- 地图被动刷新不出来怪物
Buff.SNEAK = 32 --潜行
Buff.DROP_BUFF_BY_ENEMY = 33 -- 怪物掉落加成  -- 怪物使用
Buff.GET_PASSIVE = 34 -- 获得 passive -- 结束失效
Buff.OBSTACLE_CHANGE = 35 -- 看守类型改变  -- 怪物使用  0 - 1


--角色一些属性的变化
local function commonAttr(_Buff, attrName)
	_Buff._init = function(self) --初始化变化值
		self.owner:reSetAttr(attrName)
	end
	_Buff._effectValue = function(self)
		return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer, attrName
	end
	_Buff._overlay = function(self)
		self.owner:reSetAttr(attrName)
	end
	_Buff._uncover = function(self)
		self.owner:reSetAttr(attrName)
	end
	_Buff._endBuff = function(self, data)
		self.owner:reSetAttr(attrName)
	end
	_Buff._effectChange = function(self)
		self.owner:reSetAttr(attrName)
	end
end
local function commonAttCond(_Buff, attrName)
	_Buff._init = function(self) --初始化变化值
		self:_reSetAttr()
	end
	_Buff._overlay = function(self)
		self:_reSetAttr()
	end	
	_Buff._uncover = function(self)
		self:_reSetAttr()
	end

	_Buff._reSetAttr = function(self)
		if attrName == "hp" then
			self.owner:reSetHpMax()
		else
			self.owner:reSetAttr(attrName)
		end
	end

	_Buff._calculate = function(self)
		local effectCount = 0
		if self.buffData.effectValue4 == 0 then
			effectCount = self.owner.battle.adv.owner:getProperty("advItems"):getv(ItemId.OldCoin, 0) / tonumber(self.buffData.effectValue5)
		elseif self.buffData.effectValue4 == 1 then
			effectCount = self.owner.battle.adv.level
		elseif self.buffData.effectValue4 == 2 then
			local buff = self.owner.battle.player:getBuffById(tonumber(self.buffData.effectValue5))
			if buff then
				effectCount = buff.layer
			end
		end
		return self.buffData.effectValue2 * effectCount 
	end

	_Buff.getEffectBy = function(self)
		local cond = nil
		if self.buffData.effectValue4 == 2 then
			cond = tonumber(self.buffData.effectValue5)
		end
		return self.buffData.effectValue4, attrName, cond
	end

	_Buff._effectValue = function(self)
		return self.buffData.effectValue1, self:_calculate() * self.layer, attrName
	end

	_Buff._endBuff = function(self, data)
		self:_reSetAttr()
	end
end

local BuffFactory = {
	[Buff.HP_CHANGE] = function(_Buff)
		_Buff._init = function(self) --初始化变化值
			self._changeV = self:_calculate()
		end
		_Buff._overlay = function(self)
			self._changeV = (self._changeV or 0) + self:_calculate()
		end
		_Buff._uncover = function(self)
			self._changeV = self._changeV - self._changeV / (self.layer + 1)
		end
		_Buff._calculate = function(self)
			local curValue = 0
			if self.buffData.effectValue1 == 0 then --固定值
				curValue = self.buffData.effectValue2
			elseif self.buffData.effectValue1 == 1 then
				local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release
				local attrs = {[0] = "hp", [1] = "hpMax", [2] = "atk"}
				curValue = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
			end
			if curValue < 0 then
				if self.release then
					curValue = -self.release:getHurtValue(-curValue)
				end
			end
			return curValue
		end
		_Buff._initDB = function(self, data) 
			self._changeV = data.cv
		end
		_Buff._afterRound = function(self)
			local value = self:effect()
			if value > 0 then
				self.owner:recover(value, self.release)
			elseif value < 0 then
				self.owner:hurt(-value, self.release, {hurtType = self.buffData.effectValue5 == "1" and 6 or 2, buffId = self.id})
			end
		end
		_Buff._effectValue = function(self)
			return self:doEffectChange(self._changeV)
		end

		_Buff._getDB = function(self)
			return {cv = self._changeV}
		end
	end,

	[Buff.HP_MAX_CHANGE] = function(_Buff)
		_Buff._init = function(self) --初始化变化值
			self._changeV = self:_calculate()
			local old = self.owner.hpMax
			self.owner:reSetHpMax()
			self:_addHpByMax(old)
		end
		_Buff._overlay = function(self)
			self._changeV = (self._changeV or 0) + self:_calculate()
			local old = self.owner.hpMax
			self.owner:reSetHpMax()
			self:_addHpByMax(old)
		end

		_Buff._uncover = function(self)
			self._changeV = self._changeV - self._changeV / (self.layer + 1)
			self.owner:reSetHpMax()
		end

		_Buff._calculate = function(self)
			local curValue = 0
			if self.buffData.effectValue1 == 0 then --固定值
				curValue = self.buffData.effectValue2
			elseif self.buffData.effectValue1 == 1 then
				local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release 
				local attrs = {[0] = "hp", [1] = "hpMax", [2] = "atk"}
				curValue = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
			end
			return curValue
		end

		_Buff._effectValue = function(self)
			return self:doEffectChange(self._changeV)
		end

		_Buff._addHpByMax = function(self, old)
			if self.buffData.effectValue5 == "1" then
				local change = self.owner.hpMax - old
				if change > 0 then
					self.owner:recover(change, self.release) -- 防止release不存在,地图点buff
				end
			end
		end

		_Buff._endBuff = function(self)
			self.owner:reSetHpMax()
		end

		_Buff._effectChange = function(self)
			self.owner:reSetHpMax()
		end

		_Buff._initDB = function(self, data)
			self._changeV = data.cv
		end

		_Buff._getDB = function(self)
			return {cv = self._changeV}
		end
	end,
	[Buff.ATTR_CHANGE] = function(_Buff)
		local attrName = AttsEnumEx[_Buff.buffData.effectValue3]
		commonAttr(_Buff, attrName)
	end,

	[Buff.ATTR_CHANGE_COND] = function(_Buff)
		local attrName = AttsEnumEx[_Buff.buffData.effectValue3]
		commonAttCond(_Buff, attrName)
	end,


	[Buff.CHANGE_DROP_TO_CLICK] = function(_Buff)
		_Buff._effectValue = function(self)
			-- id
			return self.buffData.effectValue1
		end
	end,

	[Buff.IMMNUE_BUFF] = function(_Buff)
		_Buff._canEffect = function(self, buffId)
			local buffData = csvdb["adv_map_buffCsv"][buffId]
			local cType, aim = self.buffData.effectValue1
			if buffData.dispel ~= 0 then return end

			local dispel = false
			if self.buffData.effectValue1 == 0 then
				dispel = buffId == self.buffData.effectValue2
			elseif self.buffData.effectValue1 == 1 then
				dispel = buffData.group == self.buffData.effectValue2
			elseif self.buffData.effectValue1 == 2 then
				dispel = buffData.classify:sismember(self.buffData.effectValue2, " ")
			end
			return dispel
		end
	end,

	[Buff.CLEAR_BUFF] = function(_Buff)
		_Buff._init = function(self)
			for _, buff in ipairs(self.owner.buffs) do -- 挂上就清除一下子
				if not buff.isDel and self:canEffect(buff.id) and not self.isDel then
					while not buff.isDel and not self.isDel do
						self:effect()
						buff:uncover()
					end
				end
			end 
		end
		_Buff._canEffect = function(self, buffId)
			local buffData = csvdb["adv_map_buffCsv"][buffId]
			local cType, aim = self.buffData.effectValue1
			if buffData.dispel ~= 0 then return end

			local dispel = false
			if self.buffData.effectValue1 == 0 then
				dispel = buffId == self.buffData.effectValue2
			elseif self.buffData.effectValue1 == 1 then
				dispel = buffData.group == self.buffData.effectValue2
			elseif self.buffData.effectValue1 == 2 then
				dispel = buffData.classify:sismember(self.buffData.effectValue2, " ")
			end

			return dispel
		end
	end,

	[Buff.OPEN_BLOCK] = function(_Buff)
		_Buff._afterRound = function(self)
			local roomNum = self:effect()
			self.owner.battle.adv:getCurMap():openBlockRand(roomNum, not self.owner.monsterId)
		end
		_Buff._effectValue = function(self)
			-- 数量
			return self.buffData.effectValue1 * self.layer
		end
	end,

	[Buff.SP_CHANGE] = function(_Buff)
		_Buff._afterRound = function(self)
			local cType, value  = self:effect()
			self.owner:changeSp(value, cType)
		end
		_Buff._effectValue = function(self)
			-- 值/% 数量
			return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer
		end
	end,

	[Buff.EXP_ADD] = function(_Buff)
		_Buff._afterRound = function(self)
			local value = self:effect()
			self.owner.battle.player:addExp(value)
		end
		_Buff._effectValue = function(self)
			-- 经验值
			return self.buffData.effectValue1 * self.layer
		end
	end,

	[Buff.DISABLE_BUFF] = function(_Buff)
		_Buff._effectValue = function(self)
			return self.buffData.effectValue1
		end
	end,

	[Buff.SP_MAX_CHANGE] = function(_Buff)
		_Buff._init = function(self) --初始化变化值
			self.owner:reSetSpMax()
		end
		_Buff._overlay = function(self)
			self.owner:reSetSpMax()
		end

		_Buff._uncover = function(self)
			self.owner:reSetSpMax()
		end

		_Buff._endBuff = function(self)
			self.owner:reSetSpMax()
		end

		_Buff._effectValue = function(self)
			return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer
		end
	end,

	[Buff.ITEM_GET_UP] = function(_Buff)
		_Buff._effectValue = function(self)
			-- 值/% 数量 id
			return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer, self.buffData.effectValue3
		end
	end,

	-- 影响到的buff类型  1=生命变化、2=生命上限、3=属性变化、6=伤害变化、7=受伤变化、15=回魔、16=生命变化  (胡博文)
	[Buff.Buff_EFFECT_CHANGE] = function(_Buff)
		_Buff._init = function(self)
			-- 先给自己的buff 搞一下子
			for _, buff in ipairs(self.owner.buffs) do
				if not buff.isDel and buff.buffData.classify:sismember(self.buffData.effectValue1, " ") then
					buff:effectChange()
				end
			end
		end
		_Buff._effectValue = function(self)
			return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer
		end
		_Buff._overlay = function(self)
			self:_init()
		end
		_Buff._uncover = function(self)
			self:_init()
		end
	end,

	[Buff.Buff_NO_PASSIVE_MONSTER] = function(_Buff)
		_Buff._effectValue = function(self)
			return self.buffData.effectValue1
		end
	end,
	[Buff.SNEAK] = function(_Buff)
		_Buff._init = function(self)
			self.layer = self.buffData.effectValue1
		end
	end,
	[Buff.GET_PASSIVE] = function( _Buff )
		_Buff._init = function(self)
			self.owner:addPassive({id = self.buffData.effectValue1})
		end
		_Buff._endBuff = function(self)
			self.owner:delPassiveById(self.buffData.effectValue1)
		end
	end
}

-- 同样的返回  effectValue1, effectValue2 * self.layer 类型的buff
local function CommonFuncBackEffect12(_Buff)
	_Buff._effectValue = function(self)
		return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer
	end
end

BuffFactory[Buff.BACK_HURT] = CommonFuncBackEffect12  -- 值/% 数量
BuffFactory[Buff.HURT_CHANGE] = CommonFuncBackEffect12  -- 值/% 数量
BuffFactory[Buff.INJURED_CHANGE] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.HURT_TRANSFER] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.HURT_ABSORB] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.CHANGE_DROP] = CommonFuncBackEffect12 -- id 数量
BuffFactory[Buff.EXP_UP] = CommonFuncBackEffect12 -- 值/% 数量
-- 历史遗留问题
BuffFactory[Buff.HP_CHANGE_NOW] = BuffFactory[Buff.HP_CHANGE] 

function Buff:ctor(owner, id)
	self.owner = owner
	self.id = id
	self.buffData = csvdb["adv_map_buffCsv"][self.id]
	self.isDel = false
	self.roundSpace = 0 --生效间隔
	self.round = 0 --剩余的回合
	self.count = -1 -- 可生效的次数  -1 无次数限制
	self.layer = 1 -- 当前buff 层数
	self.releaseId = nil -- 释放的怪物Id

	if BuffFactory[self.buffData.type] then
		BuffFactory[self.buffData.type](self)
	end
end

function Buff.create(owner, release, data)
	local buff = Buff.new(owner, data.id)
	buff:initNew(release, data)
	return buff
end

function Buff.load(owner, data)
	local buff = Buff.new(owner, data.id)
	buff:initByDB(data)
	return buff
end

function Buff:initNew(release, data)
	self.release = release or self.owner
	self.releaseId = self.release.monsterId or 0
	self.round = self.buffData.round
	self.roundSpace = 0 --生效间隔
	self.layer = 1
	if self.buffData.effectTime > 0 then
		self.count = self.buffData.effectTime
	end
	if self.buffData.mapLock == 1 then
		self.mapId = self.owner.battle.adv:getCurMap().mapId
	end
end

function Buff:createAfter()
	if self._init then
		self:_init()
	end
end

function Buff:initByDB(data)
	if data.rele then
		if data.rele == 0 then
			self.release = self.owner.battle.player
		else
			self.release = self.owner.battle:getEnemyById(data.rele)
		end
	end
	self.releaseId = data.releId
	self.round = data.round
	self.roundSpace = data.roundSp
	if data.count then
		self.count = data.count
	end
	if data.mapId then
		self.mapId = data.mapId
	end
	self.layer = data.layer or 1
	if self._initDB then
		self:_initDB(data)
	end
end


function Buff:afterRound()
	if self.owner.isDead or self:isHide() then return end

	-- keepTerm 检查
	if not self:checkKeep() then 
		self.isDel = true
		return 
	end

	if self.roundSpace > 0 then
		self.roundSpace = self.roundSpace - 1
		self:decRound()
		return
	end
	if self._afterRound then
		self:_afterRound()
	end
	if self.buffData.roundTime > 0 then
		self.roundSpace = self.buffData.roundTime
	end
	self:decRound()
end

-- 只使用owner 和 buffData 和 releaseId
function Buff:checkKeep()
	if self.buffData.keepTerm == "" then return true end
	--[[
		1=怪物id;
		2=建筑id;
		3=事件id
		4=队伍为特定属性时
		5=拥有指定buff
	--]]

	local checkFunc = {}
	checkFunc[1] = function(_)
		local enemys = self.owner.battle.player:getTeam(2)
		for _, enemy in pairs(enemys) do
			if enemy.monsterId == self.releaseId then
				return true
			end
		end
		return false
	end
	checkFunc[2] = function(_, buildId)
		for roomId, room in pairs(self.owner.battle.adv:getCurMap().rooms) do
			for blockId, block in pairs(room.blocks) do
				if block.isOpen and block:getEventType() == AdvEventType.Build and block.event.id == buildId then
					return true
				end
			end
		end
		return false
	end
	checkFunc[3] = function(_, chooseId)
		for roomId, room in pairs(self.owner.battle.adv:getCurMap().rooms) do
			for blockId, block in pairs(room.blocks) do
				if block.isOpen and (block:getEventType() == AdvEventType.Choose or block:getEventType() == AdvEventType.LinkChoose) and block.event.id == chooseId then
					return true
				end
			end
		end
		return false
	end
	checkFunc[4] = function(_, teamAttr)
		local role = self.owner.battle.adv.owner
		return role:getHerosCamp(role:getProperty("advTeam").heros) == teamAttr
	end
	checkFunc[5] = function(_, buffId)
		local buff = self.owner:getBuffById(buffId)
		if buff then
			return true
		end
		return false
	end
	
	local keepTerm = self.buffData.keepTerm:toArray(true, "=")
	if not checkFunc[keepTerm[1]] then return true end
	return checkFunc[keepTerm[1]](table.unpack(keepTerm))
end

function Buff:decRound()
	if self.buffData.round <= 0 then
		return
	end
	self.round = self.round - 1
	if self.round <= 0 then
		self.isDel = true
	end
end

function Buff:afterLayer()
	-- 持续一层
	if self.buffData.round == 0 or self.buffData.mapLock == 1 then
		self.isDel = true
	end
end

function Buff:canEffect(...)
	if not self._canEffect then
		return true
	end
	return self:_canEffect(...)
end

function Buff:effect()
	self:decCount()
	if self.buffData.show:sismember(2, " ") then
		self.owner.battle.adv:pushBackEvent(AdvBackEventType.BuffEffect, {etype = 2})
	end
	if self._effectValue then
		return self:_effectValue()
	end
end

-- 在当前阶段不可用 小透明 < 不会回合遍历  不会查找遍历  可以删除遍历  可以下层遍历 >
function Buff:isHide()
	if self.isDel then
		return true
	end
	if self.buffData.mapLock == 1 and self.mapId and self.owner.battle.adv:getCurMap().mapId ~= self.mapId  then
		return true
	end
	return false
end

--删除buff 时调用
function Buff:endBuff()
	if self._endBuff then
		self:_endBuff()
	end
end

function Buff:getType()
	return self.buffData.type
end

function Buff:decCount()
	if self.count == -1 then return end
	self.count = self.count - 1
	if self.count <= 0 then
		self.isDel = true
	end
end

function Buff:getOverlay()
	if self.buffData.overlay == "" then
		return false
	end
	local otype, layer = table.unpack(self.buffData.overlay:toArray(true, "="))
	if otype == 1 then -- 叠加
		return true, layer or 0  -- 0 叠加无数层
	end
	return false
end

-- 叠加
function Buff:overlay(releaser, data)
	local otype, maxLayer = self:getOverlay()
	if self.isDel or not otype then  -- 新获得的 (不可叠加相当于新获得的)
		self.isDel = false
		self:endBuff()
		self:initNew(releaser, data)
	else
		-- 重置回合 次数
		self.roundSpace = 0
		self.round = self.buffData.round
		if self.buffData.effectTime > 0 then
			self.count = self.buffData.effectTime
		else
			self.count = -1
		end
		
		self.release = releaser or self.release
		-- 叠加层数
		self.layer = self.layer + 1
		if maxLayer ~= 0 then
			self.layer = math.min(maxLayer, self.layer)
		end
		if self._overlay then
			self:_overlay()
		end
	end
end

-- 扣减层数
function Buff:uncover()
	if self.layer <= 1 then
		self.isDel = true
	end

	self.layer = self.layer - 1
	if self._uncover then
		self:_uncover()
	end
end

-- buff 效果增益减益
function Buff:effectChange()
	if self._effectChange then
		self:_effectChange()
	end
end

function Buff:doEffectChange(effect)
	if self.buffData.classify == "" then return effect end
	local change = self.owner:getBuffEffectChange(self.buffData.classify)
	return effect * (1 + change)
end

function Buff:getLayer()
	return self.layer
end

function Buff:getDB()
	local db = {}
	if self._getDB then
		db = self:_getDB()
	end
	db.id = self.id
	if self.release and not self.release.isDead then
		db.rele = self.release.id or 0 --释放者的id  (0 为玩家)  (不存在 则释放者不存在或者已经死亡)
	end
	if self.buffData.round > 0 then
		db.round = self.round
	end
	db.roundSp = self.roundSpace
	if self.count ~= -1 then
		db.count = self.count
	end
	if self.mapId then
		db.mapId = self.mapId
	end
	db.layer = self.layer
	if self.buffData.keepTerm:toArray(true, "=")[1] == 1 then
		db.releId = self.releaseId
	end
	return db
end

return Buff