AdvBattle.lua 16.5 KB
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local Player, Enemy, Build = 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.builds = {} -- 建筑
	self.auras = {} -- 光环
	self.cachePassiveEvent = {}
	self:initPlayer()
	self:initEnemys()
	self:initAfter()
	if self.isNewPlayer then
		self.player:triggerPassive(Passive.BORN_ONCE)
	end
end

function Battle:initAfter(mapIdx)
	if not mapIdx then
		self.player:initAfter(self.adv.owner:getProperty("advTeam").player)
	end
	for idx, mapEnemys in pairs(self.enemys) do
		if not mapIdx or idx == mapIdx then
			for _, enemy in ipairs(mapEnemys) do
				enemy:initAfter(self.adv:getBlock(enemy.roomId, enemy.blockId, idx).event.enemy)
			end
		end
	end	
	for idx, mapBuilds in pairs(self.builds) do
		if not mapIdx or idx == mapIdx then
			for _, build in ipairs(mapBuilds) do
				build:initAfter(self.adv:getBlock(build.roomId, build.blockId, idx).event.build)
			end
		end
	end
end
--[[
队伍总属性 = 基础属性 + 等级 × 成长率 	
	基础属性:	固定属性,与章节、队伍够成、养成无关,由策划给出	
	等级:	根据进入时的关卡,获得一个【初始等级】;消灭怪物获得经验后,累计N点会提升等级	
	羁绊加成:	加成条件与“战斗”相同,加成目标改为【冒险队】	
			
	成长率:	由【队伍总生存力】决定	
			成长率 =(总生存力 / 80)^0.52 + INT(总角色等级 / 50)* 1
--]]

local function getAdvLvAttrUp(upAttrs, attrName, baseAttr)
	-- 1=冒险队属性;1=点数/百分比=属性枚举=参数;属性枚举(1=生命上限/2=魔法上限/3=攻击/4=防御);点数/百分比(0=点数/1=百分比)
	local Enem = {
		hp = 1,
		sp = 2,
		atk = 3,
		def = 4,
	}
	if not Enem[attrName] then return baseAttr end
	return baseAttr + (upAttrs[Enem[attrName]] or 0)
end

function Battle:initPlayer()
	local advTeam = self.adv.owner:getProperty("advTeam")
	if not advTeam.heros or not next(advTeam.heros) then return end
	local leaderPassive = {}
	local player = advTeam.player
	if not player then
		local advAddAttrs = self.adv.owner:getAdvLvAddAttrs()

		player = {}
		-- player.level = 1
		-- if self.adv.level ~= 1 then
		-- 	local relayData = self.adv:isHaveRelay()
		-- 	if relayData then
		-- 		player.level = relayData.level
		-- 	end
		-- end
		-- player.exp = 0
		player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100)
		player.spMax = player.sp
		-- player.growth = {}
		player.passives = {}

		for slot, heroId in pairs(advTeam.heros) do
			if heroId == advTeam.leader or heroId == advTeam.leader2 then
				local hero = self.adv.owner.heros[heroId]
				if hero then
					local unit = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getProperty("type")]
					if unit.advCaptain ~= 0 then
						table.insert(player.passives, {id = unit.advCaptain, level = 1})
					end
				end
			end
		end

		local attrs = self.adv.owner:getTeamBattleInfo(advTeam).heros


		for attrName, _ in pairs(AdvAttsEnum) do
			for _, hero in pairs(attrs) do
				player[attrName] = (player[attrName] or 0) + hero[attrName]
			end
			player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName]) * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
			-- player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1)
			-- player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1)
		end

		player.hpMax = player.hp or 0
		self.isNewPlayer = true
		advTeam.player = player
	end
	self.player = Player.new(self, player)
end

function Battle:initEnemys()
	for idx, map in pairs(self.adv.maps) do
		self:initMapEnemys(idx)
	end
end

-- after 是否是 后创建的夹层
function Battle:initMapEnemys(mapIdx, after)
	self.enemys[mapIdx] = {}
	self.builds[mapIdx] = {}
	local map = self.adv.maps[mapIdx]
	if map then
		for _, room in pairs(map.rooms) do
			for _, block in pairs(room.blocks) do
				self:addEnemy(room, block, mapIdx, true)	
			end
		end
	end
	if after then
		self:initAfter(mapIdx)
	end
	if self.cachePassiveEvent[mapIdx] then
		for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
			for _, enemy in ipairs(self.enemys[mapIdx]) do
				enemy:triggerPassive(passiveC[1], passiveC[2])
			end

			for _, build in ipairs(self.builds[mapIdx]) do
				build:triggerPassive(passiveC[1], passiveC[2])
			end
		end
	end
	self.cachePassiveEvent[mapIdx] = nil
end

function Battle:addEnemy(room, block, mapIdx, init)
	mapIdx = mapIdx or self.adv:getCurMapIdx()

	local isNew, player, data
	if block:isMonster() then
		if not block.event.enemy then
			local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
			local enemy = {}
			local curFloorData = self.adv:getCurFloorData() or {}
			for attrName, _ in pairs(AdvAttsEnum) do
				enemy[attrName] = enemyCsv[attrName] * curFloorData[attrName]
			end
			enemy.passives = {}
			for _, id in ipairs(enemyCsv.mapPassive:toArray(true, "=")) do
				table.insert(enemy.passives, {id = id})
			end
			block.event.enemy = enemy
			isNew = true
		end
		if not block.event.mId then
			block.event.mId = self.adv.lastEnemyId
			self.adv.lastEnemyId = self.adv.lastEnemyId + 1
		end
		data = block.event.enemy
		player = Enemy.new(self, block.event.mId, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy, mapIdx)
		table.insert(self.enemys[mapIdx], player)
	elseif block:isBuild() then
		if not block.event.build then
			local buildCsv = csvdb["event_buildingCsv"][block.event.id]
			local build = {}
			build.passives = {}
			for _, id in ipairs(buildCsv.passive:toArray(true, "=")) do
				table.insert(build.passives, {id = id})
			end
			block.event.build = build
			isNew = true
		end
		data = block.event.build
		player = Build.new(self, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.build, mapIdx)
		table.insert(self.builds[mapIdx], player)
	end 
	if not init then
		player:initAfter(data)

		-- 游戏中新创建的 加上地图 floor 效果
		if isNew then
			local passives, buffs = self:getMapEffect(2, true, mapIdx)
			for _, passive in ipairs(passives) do
				player:addPassive({id = passive})
			end

			for _, buff in ipairs(buffs) do
				player:addBuff(buff)
			end
			-- 新生成的怪 加上 已有的光环buff
			player:checkAuraBuff(self:checkDiffAuraBuff({}, self:getAurasByMap()))
		end
	end
	return player
end

function Battle:getEnemy(roomId, blockId, mapIdx)
	mapIdx = mapIdx or self.adv:getCurMapIdx()
	for _, enemy in ipairs(self.enemys[mapIdx] or {}) do
		if enemy.roomId == roomId and enemy.blockId == blockId then
			return enemy
		end
	end
end

function Battle:getBuild(roomId, blockId, mapIdx)
	mapIdx = mapIdx or self.adv:getCurMapIdx()
	for _, build in ipairs(self.builds[mapIdx] or {}) do
		if build.roomId == roomId and build.blockId == blockId then
			return build
		end
	end
end

function Battle:getEnemyById(id)
	for idx, mapEnemys in pairs(self.enemys) do
		for _, enemy in ipairs(mapEnemys) do
			if enemy.id == id then
				return enemy
			end
		end
	end
end

function Battle:getRBByEnemyId(enemyId)
	local enemy = self:getEnemyById(enemyId)
	return enemy.roomId, enemy.blockId, enemy.mapIdx
end


--触发全员被动技能
function Battle:triggerPassive(condType, params, mapIdx)
	mapIdx = mapIdx or self.adv:getCurMapIdx()
	self.player:triggerPassive(condType, params)
	if not self.enemys[mapIdx] then
		-- 缓存一下
		self.cachePassiveEvent[mapIdx] = self.cachePassiveEvent[mapIdx] or {}
		table.insert(self.cachePassiveEvent[mapIdx], {condType, params})
	else
		for _, enemy in ipairs(self.enemys[mapIdx]) do
			enemy:triggerPassive(condType, params)
		end
		for _, build in ipairs(self.builds[mapIdx]) do
			build:triggerPassive(condType, params)
		end
	end
end

-- 只是从战斗中移除  从地图中移除 在外面操作
function Battle:removeEnemyById(id)
	local mapIdx = self.adv:getCurMapIdx()
	for i = #self.enemys[mapIdx], 1, -1 do
		if self.enemys[mapIdx][i].id == id then
			local enemy = table.remove(self.enemys[mapIdx], i)
			enemy:clear()
			break
		end
	end
end
-- 只是从战斗中移除  从地图中移除 在外面操作
function Battle:removeBuildByPos(roomId, blockId)
	local mapIdx = self.adv:getCurMapIdx()
	for i = #self.builds[mapIdx], 1, -1 do
		if self.builds[mapIdx][i].roomId == roomId and self.builds[mapIdx][i].blockId == blockId then
			local build = table.remove(self.builds[mapIdx], i)
			build:clear()
			break
		end
	end
end

--回合
function Battle:afterRound()
	local mapIdx = self.adv:getCurMapIdx()

	table.sort(self.enemys[mapIdx], function(e1, e2)
		return e1.id < e2.id
	end)


	self.player:afterRound("buffBefore")
	for _, enemy in ipairs(self.enemys[mapIdx]) do
		enemy:afterRound("buffBefore")
	end
	for _, build in ipairs(self.builds[mapIdx]) do
		build:afterRound("buffBefore")
	end

	self.player:afterRound("passive")
	for _, enemy in ipairs(self.enemys[mapIdx]) do
		enemy:afterRound("passive")
	end
	for _, build in ipairs(self.builds[mapIdx]) do
		build:afterRound("passive")
	end

	self.player:afterRound("buffAfter")
	for _, enemy in ipairs(self.enemys[mapIdx]) do
		enemy:afterRound("buffAfter")
	end
	for _, build in ipairs(self.builds[mapIdx]) do
		build:afterRound("buffAfter")
	end

	self.player:triggerPassive(Passive.AFTER_ROUND)

	self:checkAura()

	self:clearRound()

	if self.player.isDead then
		self.adv:over(false, nil, -2)
	end
end

function Battle:clearRound()
	local mapIdx = self.adv:getCurMapIdx()
	self.player:clearRound()
	for _, enemy in ipairs(self.enemys[mapIdx]) do
		enemy:clearRound()
	end
	for _, build in ipairs(self.builds[mapIdx]) do
		build:clearRound()
	end
	for i = #self.enemys[mapIdx], 1, -1 do
		if self.enemys[mapIdx][i].isDead then
			local enemy = table.remove(self.enemys[mapIdx], i)
			self.adv:enemyDead(enemy, enemy.isDead == 1)
			enemy:clear()
		end
	end
	for i = #self.builds[mapIdx], 1, -1 do
		if self.builds[mapIdx][i].isDead then
			local build = table.remove(self.builds[mapIdx], i)
			
			local room = self.adv:getCurMap().rooms[build.roomId]
			if room then
				local block = room.blocks[build.blockId]
				if block then
					block:clear()
					self.adv:backBlockChange(build.roomId, build.blockId)
				end
			end
			build:clear()
		end
	end
end


function Battle:battleBegin(roomId, blockId, params)
	local enemy = self:getEnemy(roomId, blockId)
	if not enemy then return end
	local player = params.player
	if not player then return end
	local penemy = params.enemy or {hp = 0}
	if player.hp ~= 0 then
		if penemy.hp <= 0 then
			enemy:kill()
			self.adv.owner:checkTaskEnter("AdvBattleWin", {id = self.adv.chapterId})
		else
			-- 处理一下怪物
			if penemy.hp > enemy.hp then
				enemy:recover(penemy.hp - enemy.hp)
			else
				enemy:hurt(math.max(0, math.ceil(enemy.hp - penemy.hp)), self.player, {hurtType = 5}) --战斗血量只会变少
			end
			if penemy.escape and penemy.escape == 0 then
				enemy.isDead = 1
			end
		end
	end
	-- 玩家没死就是怪死了
	if player.hp > 0 then
		self.player:effectBattleBuff()
		if params.bySkill then
			self.player:triggerPassive(Passive.SKILL_KILL)
		end
	end
	if player.hp > self.player.hp then
		self.player:recover(player.hp - self.player.hp)
	else
		self.player:hurt(math.max(0, math.ceil(self.player.hp - player.hp)), enemy, {hurtType = 5}) --战斗血量只会变少
	end
	
	self.player:changeSp(math.floor(player.sp - self.player.sp) , 0) --战斗魔力只会变少
end


function Battle:getMapEffect(ctype, ilayer, mapIdx)
	mapIdx = mapIdx or self.adv:getCurMapIdx()
	local mapData = self.adv.maps[mapIdx]:getMapInfoCsv() or {}
	local floorData = self.adv:getCurFloorData() or {}

	local passives = {}
	local buffs = {}

	for _type, temp in ipairs({mapData, floorData}) do
		for _, one in ipairs((temp.passive or ""):toTableArray(true)) do
			passives[one[1]] = passives[one[1]] or {}
			if ilayer and one[1] == 1 and _type == 2 then
			else
				table.insert(passives[one[1]], one[2])
			end
		end
		for _, one in ipairs((temp.buff or ""):toTableArray(true)) do
			buffs[one[1]] = buffs[one[1]] or {}
			if ilayer and one[1] == 1 and _type == 2 then
			else
				table.insert(buffs[one[1]], one[2])
			end
		end
	end
	if ctype then
		passives = passives[ctype] or {}
		buffs = buffs[ctype] or {}
	end
	return passives, buffs
end
-- 夹层玩家 不重复加 floor
function Battle:initMapEffect(ilayer)
	local passives, buffs = self:getMapEffect(nil, ilayer)
	local mapIdx = self.adv:getCurMapIdx()

	for _, passive in ipairs(passives[1] or {}) do
		self.player:addPassive({id = passive})
	end

	for _, passive in ipairs(passives[2] or {}) do
		for _, enemy in ipairs(self.enemys[mapIdx]) do
			enemy:addPassive({id = passive})
		end
	end

	for _, buff in ipairs(buffs[1] or {}) do
		self.player:addBuff(buff)
	end

	for _, buff in ipairs(buffs[2] or {}) do
		for _, enemy in ipairs(self.enemys[mapIdx]) do
			enemy:addBuff(buff)
		end
	end
end


-- 夹层 进入退出 接口 清理玩家身上的老光环 添加新的光环
function Battle:iLayerChange(oldMapIdx)
	local auras = self:getActiveAuras()
	local playerBuffs = self:checkDiffAuraBuff(self:getAurasByMap(oldMapIdx), auras)
	local enemyBuffs = self:checkDiffAuraBuff(self:getAurasByMap(), auras)
	self.player:checkAuraBuff(playerBuffs)
	for _, enemy in ipairs(self.enemys[self.adv:getCurMapIdx()]) do
		enemy:checkAuraBuff(enemyBuffs)
	end
	self:setMapAuras(auras)
	self:clearRound()
end

-- 新的 关卡 关闭旧的战斗模块 清理 玩家身上的光环效果
function Battle:overBattle()
	local buffs = self:checkDiffAuraBuff(self:getAurasByMap(), {})
	self.player:checkAuraBuff(buffs)
	self:clearRound()
	self.adv.owner:getProperty("advTeam").player = self.player:getDB()  -- 临时缓存住 battle 的player
end

-- 初始化 新的 关卡
function Battle:newBattle()
	local auras = self:getActiveAuras()
	local buffs = self:checkDiffAuraBuff({}, auras)
	self.player:checkAuraBuff(buffs)
	for _, enemy in ipairs(self.enemys[self.adv:getCurMapIdx()]) do
		enemy:checkAuraBuff(buffs)
	end
	self:setMapAuras(auras)
end

function Battle:loadBattle(info)
	self.auras = info.auras or {}
end

-- 过了回合 检查光环
function Battle:checkAura()
	local auras = self:getActiveAuras()
	local buffs = self:checkDiffAuraBuff(self:getAurasByMap(), auras)
	self.player:checkAuraBuff(buffs)
	for _, enemy in pairs(self.player:getTeam(2)) do
		enemy:checkAuraBuff(buffs)
	end
	self:setMapAuras(auras)
end

-- 查找差异buff
function Battle:checkDiffAuraBuff(oldAuras, newAuras)
	local auras = {}
	for aurasId , count in pairs(oldAuras) do
		auras[aurasId] = -count
	end
	for aurasId , count in pairs(newAuras) do
		auras[aurasId] = (auras[aurasId] or 0) + count
	end

	local buffs = {}
	for aurasId , count in pairs(auras) do
		local auraData = csvdb["adv_map_haloCsv"][aurasId]
		if auraData then
			for _, effect in ipairs(auraData.effect:toTableArray(true)) do
				temp = buffs
				for i = 1, #effect do
					temp[effect[i]] = temp[effect[i]] or {}
					temp = temp[effect[i]]
				end
				temp.count = (temp.count or 0) + count
				if newAuras[aurasId] then
					-- 加上 未消失标记
					temp.exist = true
				end
			end
		end
	end
	return buffs
end

-- 获取所有生效的 光环
function Battle:getActiveAuras()
	local auras = {}
	for _, one in pairs(self.player:getAuras()) do
		auras[one] = (auras[one] or 0) + 1
	end
	for _, enemy in pairs(self.player:getTeam(2)) do
		for _, one in pairs(enemy:getAuras()) do
			auras[one] = (auras[one] or 0) + 1
		end
	end
	for _, build in pairs(self:getBuilds()) do
		for _, one in pairs(build:getAuras()) do
			auras[one] = (auras[one] or 0) + 1
		end
	end
	return auras
end

function Battle:setMapAuras(auras)
	 self.auras[self.adv:getCurMapIdx()] = auras
end

function Battle:getAurasByMap(mapIdx)
	mapIdx = mapIdx or self.adv:getCurMapIdx()
	local auras = self.auras[mapIdx] or {}
	return auras
end

function Battle:getBuilds()
	local team = {}
	for _, build in pairs(self.builds[self.adv:getCurMapIdx()]) do
		if not build.isDead and not build.lock then -- 已经翻开的
			table.insert(team, build)
		end
	end
	return team
end


--写入数据
function Battle:saveDB(advInfo)
	for idx, mapEnemys in pairs(self.enemys) do
		for _, enemy in ipairs(mapEnemys) do
			local block = self.adv:getBlock(enemy.roomId, enemy.blockId, idx)
			if block and block:isMonster() then
				block.event.enemy = enemy:getDB()
			end
		end
	end
	for idx, mapBuilds in pairs(self.builds) do
		for _, build in ipairs(mapBuilds) do
			local block = self.adv:getBlock(build.roomId, build.blockId, idx)
			if block and block:isBuild() then
				block.event.build = build:getDB()
			end
		end
	end
	advInfo.auras = self.auras
end

return Battle