AdvBuff.lua
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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 2 - 1
Buff.DISABLE_AURA = 36 -- 禁用光环
Buff.GET_AURA = 37 -- 获得光环
Buff.OBSTACLE_PLUS = 38 -- 周围8格不能点击
--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
elseif self.buffData.effectValue4 == 3 then
local classify = tonumber(self.buffData.effectValue5) -- 怪标签
local enemy = self.owner.battle.player:getTeam(2)
for _, one in pairs(enemy) do
if one.isClassify and one:isClassify(classify) then
effectCount = effectCount + 1
end
end
elseif self.buffData.effectValue4 == 4 then
local eventType = tonumber(self.buffData.effectValue5) -- event 类型
effectCount = #self.owner.battle.adv:getCurMap():getEventTypeAllMap(eventType)
end
return self.buffData.effectValue2 * effectCount
end
_Buff.getEffectBy = function(self)
local cond = nil
if self.buffData.effectValue4 == 2 or self.buffData.effectValue4 == 3 or self.buffData.effectValue4 == 4 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.DISABLE_AURA] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
[Buff.GET_AURA] = 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(layer)
layer = layer or 1
local otype, maxLayer = self:getOverlay()
if otype then
self.layer = layer
if maxLayer ~= 0 then
self.layer = math.min(maxLayer, self.layer)
end
else
self.layer = 1
end
if self._init then
self:_init()
end
self:pushBackEffect(1)
buglog("Buff", "who: %s create buffId: %s", self.owner.monsterId, self.id)
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:pushBackEffect(etype)
local shows = self.buffData.show:toTableArray(true)
for _, one in ipairs(shows) do
if one[1] == etype then
self.owner.battle.adv:pushBackEvent(AdvBackEventType.BuffEffect, {etype = etype, id = self.id, blockId = self.owner.blockId, roomId = self.owner.roomId})
break
end
end
end
function Buff:effect()
buglog("Buff", "who: %s effect buffId: %s", self.owner.monsterId, self.id)
self:decCount()
self:pushBackEffect(2)
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
buglog("Buff", "who: %s endBuff buffId: %s", self.owner.monsterId, self.id)
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, layer)
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:endBuff()
self.isDel = false
self:initNew(releaser, data)
self:createAfter(layer)
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
local oldLayer = self.layer
self.layer = self.layer + layer
if maxLayer ~= 0 then
self.layer = math.min(maxLayer, self.layer)
end
if oldLayer ~= self.layer and self._overlay then
self:_overlay()
end
self:pushBackEffect(1)
buglog("Buff", "who: %s overlay buffId: %s", self.owner.monsterId, self.id)
end
end
-- 扣减层数
function Buff:uncover(layer, isAura)
layer = layer or 1
local oldLayer = self.layer
self.layer = self.layer - layer
if self.layer <= 0 then
self.isDel = true
end
if isAura then
if layer == -1 then
self.layer = 0
self.isDel = true
else
self.layer = math.max(1, self.layer)
self.isDel = false
end
end
if self.isDel then return end
if oldLayer ~= self.layer then
if self._uncover then
self:_uncover()
end
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