AdvBattle.lua
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local Player, Enemy = 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:initPlayer()
self:initEnemys()
self:initAfter()
if self.isNewPlayer then
self.player:triggerPassive(Passive.BORN_ONCE)
end
end
function Battle:initAfter()
self.player:initAfter(self.adv.advTeam.player)
for _, enemy in pairs(self.enemys) do
enemy:initAfter(self.adv.rooms[enemy.roomId].blocks[enemy.blockId].event.enemy)
end
end
function Battle:initPlayer()
if not next(self.adv.advTeam.heros) then return end
if not self.adv.advTeam.player then
local hp = 0
local player = {}
player.passives = {}
for slot, heroId in pairs(self.adv.advTeam.heros) do
if self.adv.owner.heros[heroId] then
hp = hp + self.adv.owner.heros[heroId]:getProperty("battleV")
local advSkillId = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getSkinId()]["adv"]
if advSkillId > 1000 then
table.insert(player.passives, {id = advSkillId, level = self.adv.owner.heros[heroId]:getSkillLevel(4)})
end
end
end
player.hp = hp
player.atk = tonumber(string.format("%0.0f", player.hp * 0.1)) --todo 系数是临时的
player.miss = 0
player.hit = 100
self.adv.advTeam.player = player
self.isNewPlayer = true
end
self.player = Player.new(self, self.adv.advTeam.player)
end
function Battle:initEnemys()
for _, room in pairs(self.adv.rooms) do
for _, block in pairs(room.blocks) do
self:addEnemy(room, block)
end
end
end
function Battle:addEnemy(room, block)
if block.event and (block.event.etype == AdvEventType.BOSS or block.event.etype == AdvEventType.Monster) then
if not block.event.enemy then
local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
local enemy = {}
enemy.hp = enemyCsv.hp + enemyCsv.levelhp * self.adv.advInfo.level
enemy.atk = enemyCsv.atk + enemyCsv.levelatk * self.adv.advInfo.level
enemy.hit = enemyCsv.hit + enemyCsv.levelhit * self.adv.advInfo.level
enemy.miss = enemyCsv.miss + enemyCsv.levelmiss * self.adv.advInfo.level
enemy.passives = {}
for _, id in ipairs(enemyCsv.passive:toArray(true, "=")) do
table.insert(enemy.passives, {id = id})
end
block.event.enemy = enemy
end
local player = Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy)
table.insert(self.enemys, player)
return player
end
end
function Battle:getEnemy(roomId, blockId)
for _, enemy in ipairs(self.enemys) do
if enemy.roomId == roomId and enemy.blockId == blockId then
return enemy
end
end
end
function Battle:getEnemyById(id)
for _, enemy in ipairs(self.enemys) do
if enemy.id == id then
return enemy
end
end
end
--普通攻击
function Battle:playerAtk(roomId, blockId)
local enemy = self:getEnemy(roomId, blockId)
if enemy then
while not enemy.isDead and not self.player.isDead do
self.adv:backAtk(nil, enemy.id)
enemy:hurt(self.player:getHurtValue(), self.player, {hurtType = 1})
--是否无法反击
if not enemy.isDead and not enemy:hadBuff(Buff.CANT_BACK_ATK) then
self.adv:backAtk(enemy.id, nil)
self.player:hurt(enemy:getHurtValue(), enemy, {hurtType = 1})
end
end
end
end
--触发全员被动技能
function Battle:triggerPassive(condType, params)
self.player:triggerPassive(condType, params)
for _, enemy in ipairs(self.enemys) do
enemy:triggerPassive(condType, params)
end
end
--回合
function Battle:afterRound()
self.player:afterRound()
table.sort(self.enemys, function(e1, e2)
return e1.id < e2.id
end)
for _, enemy in ipairs(self.enemys) do
enemy:afterRound()
end
self.player:clearRound()
for _, enemy in ipairs(self.enemys) do
enemy:clearRound()
end
for i = #self.enemys, 1, -1 do
if self.enemys[i].isDead then
self.adv:enemyDead(self.enemys[i].roomId, self.enemys[i].blockId)
self.enemys[i]:clear()
table.remove(self.enemys, i)
end
end
if self.adv.advInfo.power > 0 then
self.adv:changePower(-1)
else
self.player:hurt(self.player.hpMax / 10, nil, {hurtType = 4})
end
if self.player.isDead then
self.adv:over(false)
end
end
--写入数据
function Battle:getDB()
self.adv.advTeam.player = self.player:getDB()
for _, enemy in ipairs(self.enemys) do
local block = self.adv.rooms[enemy.roomId].blocks[enemy.blockId]
block.event.enemy = enemy:getDB()
end
end
return Battle