Commit a43410e1ccce6e078e62299bc350eabaceb781ff

Authored by zhengshouren
1 parent e10edb5f

整理格式,使用tab替代空格

src/models/Daily.lua
@@ -3,47 +3,47 @@ @@ -3,47 +3,47 @@
3 local Daily = class("Daily", require("shared.ModelBase")) 3 local Daily = class("Daily", require("shared.ModelBase"))
4 4
5 function Daily:ctor(properties) 5 function Daily:ctor(properties)
6 - Daily.super.ctor(self, properties) 6 + Daily.super.ctor(self, properties)
7 end 7 end
8 8
9 Daily.schema = { 9 Daily.schema = {
10 - commentHero = {"string", ""}, --单日评论食灵记录 type=1  
11 - hangQC ={"number", 0}, -- 挂机快速次数 10 + commentHero = {"string", ""}, --单日评论食灵记录 type=1
  11 + hangQC ={"number", 0}, -- 挂机快速次数
12 } 12 }
13 13
14 function Daily:updateProperty(params) 14 function Daily:updateProperty(params)
15 - local type, default = table.unpack(self.schema[params.field])  
16 -  
17 - if params.delta then  
18 - self:setProperty(params.field, self:getProperty(paramsfield) + params.delta)  
19 - self.owner:notifyUpdateProperty(params.field, self:getProperty(params.field))  
20 - return true  
21 - end  
22 - if params.value then  
23 - self:setProperty(params.field, params.value)  
24 - self.owner:notifyUpdateProperty(params.field, self:getProperty(params.field))  
25 - return true  
26 - end  
27 - return false 15 + local type, default = table.unpack(self.schema[params.field])
  16 +
  17 + if params.delta then
  18 + self:setProperty(params.field, self:getProperty(paramsfield) + params.delta)
  19 + self.owner:notifyUpdateProperty(params.field, self:getProperty(params.field))
  20 + return true
  21 + end
  22 + if params.value then
  23 + self:setProperty(params.field, params.value)
  24 + self.owner:notifyUpdateProperty(params.field, self:getProperty(params.field))
  25 + return true
  26 + end
  27 + return false
28 end 28 end
29 29
30 function Daily:refreshDailyData(notify) 30 function Daily:refreshDailyData(notify)
31 - for field, schema in pairs(self.schema) do  
32 - if field ~= "key" then  
33 - local typ, def = table.unpack(schema)  
34 - self:setProperty(field, def)  
35 - end  
36 - end  
37 - if notify then  
38 - self.owner:notifyUpdateProperties(self:data())  
39 - end 31 + for field, schema in pairs(self.schema) do
  32 + if field ~= "key" then
  33 + local typ, def = table.unpack(schema)
  34 + self:setProperty(field, def)
  35 + end
  36 + end
  37 + if notify then
  38 + self.owner:notifyUpdateProperties(self:data())
  39 + end
40 end 40 end
41 41
42 function Daily:data() 42 function Daily:data()
43 - return {  
44 - -- dailyTaskStatus = self:getProperty("dailyTaskStatus"),  
45 - hangQC = self:getProperty("hangQC"),  
46 - } 43 + return {
  44 + -- dailyTaskStatus = self:getProperty("dailyTaskStatus"),
  45 + hangQC = self:getProperty("hangQC"),
  46 + }
47 end 47 end
48 48
49 return Daily 49 return Daily
50 \ No newline at end of file 50 \ No newline at end of file
src/models/Hero.lua
@@ -6,15 +6,15 @@ HeroPlugin.bind(Hero) @@ -6,15 +6,15 @@ HeroPlugin.bind(Hero)
6 Hero.schema = { 6 Hero.schema = {
7 id = {"number"}, 7 id = {"number"},
8 type = {"number", 0}, 8 type = {"number", 0},
9 - level = {"number", 1}, -- 等级  
10 - breakL = {"number", 0}, -- 突破等级  
11 - wakeL = {"number", 0}, -- 觉醒等级  
12 - skillL = {"string", ""}, -- 技能等级 1=1 2=1 3=1  
13 - talent = {"string", ""}, -- 0=阶段 1=1 2=1 3=1 4=1 四个天赋当前阶段的等级 阶段默认为1 等级默认为0 9 + level = {"number", 1}, -- 等级
  10 + breakL = {"number", 0}, -- 突破等级
  11 + wakeL = {"number", 0}, -- 觉醒等级
  12 + skillL = {"string", ""}, -- 技能等级 1=1 2=1 3=1
  13 + talent = {"string", ""}, -- 0=阶段 1=1 2=1 3=1 4=1 四个天赋当前阶段的等级 阶段默认为1 等级默认为0
14 battleV = {"number", 0}, -- 保存战斗力 14 battleV = {"number", 0}, -- 保存战斗力
15 - loveExp = {"number", 0}, --好感度经验  
16 - loveL = {"number", 0}, --好感度等级  
17 - skin = {"number", 0}, --皮肤 0 、 1、 2、 3 15 + loveExp = {"number", 0}, --好感度经验
  16 + loveL = {"number", 0}, --好感度等级
  17 + skin = {"number", 0}, --皮肤 0 、 1、 2、 3
18 } 18 }
19 19
20 function Hero:ctor( properties ) 20 function Hero:ctor( properties )
@@ -22,65 +22,65 @@ function Hero:ctor( properties ) @@ -22,65 +22,65 @@ function Hero:ctor( properties )
22 end 22 end
23 23
24 function Hero:notifyUpdateProperty(field, newValue, oldValue) 24 function Hero:notifyUpdateProperty(field, newValue, oldValue)
25 - local updateData = {  
26 - id = self:getProperty("id"),  
27 - datas = {  
28 - {  
29 - key = field,  
30 - newValue = newValue,  
31 - oldValue = oldValue or "",  
32 - },  
33 - }  
34 - } 25 + local updateData = {
  26 + id = self:getProperty("id"),
  27 + datas = {
  28 + {
  29 + key = field,
  30 + newValue = newValue,
  31 + oldValue = oldValue or "",
  32 + },
  33 + }
  34 + }
35 35
36 - SendPacket(actionCodes.Hero_updateProperty, MsgPack.pack(updateData)) 36 + SendPacket(actionCodes.Hero_updateProperty, MsgPack.pack(updateData))
37 end 37 end
38 38
39 function Hero:notifyUpdateProperties(params) 39 function Hero:notifyUpdateProperties(params)
40 - local updateData = {  
41 - id = self:getProperty("id"),  
42 - datas = params  
43 - } 40 + local updateData = {
  41 + id = self:getProperty("id"),
  42 + datas = params
  43 + }
44 44
45 - SendPacket(actionCodes.Hero_updateProperty, MsgPack.pack(updateData)) 45 + SendPacket(actionCodes.Hero_updateProperty, MsgPack.pack(updateData))
46 end 46 end
47 47
48 function Hero:updateProperty(params) 48 function Hero:updateProperty(params)
49 - if not params.field or (not params.delta and not params.value) then  
50 - return  
51 - end  
52 - if params.delta then  
53 - self:incrProperty(params.field, params.delta)  
54 - elseif params.value then  
55 - self:setProperty(params.field, params.value)  
56 - end  
57 - local datas = {}  
58 - table.insert(datas, {key = params.field, newValue = self:getProperty(params.field)}) 49 + if not params.field or (not params.delta and not params.value) then
  50 + return
  51 + end
  52 + if params.delta then
  53 + self:incrProperty(params.field, params.delta)
  54 + elseif params.value then
  55 + self:setProperty(params.field, params.value)
  56 + end
  57 + local datas = {}
  58 + table.insert(datas, {key = params.field, newValue = self:getProperty(params.field)})
59 59
60 - local check = {level = true, breakL = true, wakeL = true, talent = true, loveL = true, skin = true}  
61 - if check[params.field] then  
62 - local orginValue = self:getProperty("battleV")  
63 - local curValue = self:saveBattleValue()  
64 - if orginValue ~= curValue then  
65 - table.insert(datas, { key = "battleV", newValue = curValue })  
66 - end  
67 - end 60 + local check = {level = true, breakL = true, wakeL = true, talent = true, loveL = true, skin = true}
  61 + if check[params.field] then
  62 + local orginValue = self:getProperty("battleV")
  63 + local curValue = self:saveBattleValue()
  64 + if orginValue ~= curValue then
  65 + table.insert(datas, { key = "battleV", newValue = curValue })
  66 + end
  67 + end
68 68
69 - self:notifyUpdateProperties(datas) 69 + self:notifyUpdateProperties(datas)
70 end 70 end
71 71
72 function Hero:data() 72 function Hero:data()
73 return { 73 return {
74 id = self:getProperty("id"), 74 id = self:getProperty("id"),
75 type = self:getProperty("type"), 75 type = self:getProperty("type"),
76 - level = self:getProperty("level"),  
77 - breakL = self:getProperty("breakL"),  
78 - wakeL = self:getProperty("wakeL"),  
79 - skillL = self:getProperty("skillL"),  
80 - talent = self:getProperty("talent"),  
81 - battleV = self:getProperty("battleV"),  
82 - loveExp = self:getProperty("loveExp"),  
83 - loveL = self:getProperty("loveL"), 76 + level = self:getProperty("level"),
  77 + breakL = self:getProperty("breakL"),
  78 + wakeL = self:getProperty("wakeL"),
  79 + skillL = self:getProperty("skillL"),
  80 + talent = self:getProperty("talent"),
  81 + battleV = self:getProperty("battleV"),
  82 + loveExp = self:getProperty("loveExp"),
  83 + loveL = self:getProperty("loveL"),
84 skin = self:getProperty("skin"), 84 skin = self:getProperty("skin"),
85 } 85 }
86 end 86 end
src/models/HeroPlugin.lua
@@ -3,144 +3,144 @@ local HeroPlugin = {} @@ -3,144 +3,144 @@ local HeroPlugin = {}
3 3
4 function HeroPlugin.bind(Hero) 4 function HeroPlugin.bind(Hero)
5 5
6 - function Hero:getMaxLevel()  
7 - return math.min(#csvdb["unit_expCsv"], csvdb["unit_breakCsv"][self:getProperty("breakL")].levelLimit)  
8 - end  
9 -  
10 - function Hero:getSPoint()  
11 - local point = 0  
12 - for i = 0, self:getProperty("wakeL") do  
13 - if csvdb["unit_wakeCsv"][i] then  
14 - point = point + csvdb["unit_wakeCsv"][i].sp  
15 - end  
16 - end  
17 - return point  
18 - end  
19 -  
20 - function Hero:getLSPoint()  
21 - local point = self:getSPoint()  
22 - for skill, level in pairs(self:getProperty("skillL"):toNumMap()) do  
23 - point = point - (level - 1)  
24 - end  
25 - return point  
26 - end  
27 - --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)]  
28 - function Hero:getBaseAttrs(params)  
29 - params = params or {}  
30 - local unitData = csvdb["unitCsv"][self:getProperty("type")]  
31 - local level = params.level or self:getProperty("level")  
32 - local breakL = params.breakL or self:getProperty("breakL")  
33 - local wakeL = params.wakeL or self:getProperty("wakeL")  
34 - local talent = params.talent or self:getProperty("talent")  
35 -  
36 -  
37 - local attrs = {}  
38 - for _, attName in pairs(AttsEnumEx) do  
39 - attrs[attName] = unitData[attName] or 0  
40 - end  
41 - local lData = csvdb["unit_expCsv"][level]  
42 - local blData = csvdb["unit_breakCsv"][breakL]  
43 - -- core  
44 - for attr, value in pairs(attrs) do  
45 - attrs[attr] = attrs[attr] * (100 + (lData[attr .. "Level"] or 0) + (blData[attr .. "Level"] or 0)) / 100  
46 - end  
47 -  
48 - local talentAttrS = {}  
49 - -- 天赋阶段属性  
50 - for i = 1, (talent:getv(0, 1) - 1) do  
51 - local curData = csvdb["unit_talentCsv"][i]  
52 - local effect = curData[#curData].effect:toArray(true, "=")  
53 - talentAttrS[AttsEnumEx[effect[1]]] = (talentAttrS[AttsEnumEx[effect[1]]] or 0) + effect[2]  
54 - end  
55 - -- 四个基础属性  
56 - local curData = csvdb["unit_talentCsv"][talent:getv(0, 1)]  
57 - if not curData then -- 已经满阶段了  
58 - curData = csvdb["unit_talentCsv"][#csvdb["unit_talentCsv"]]  
59 - local strength = curData[#curData].strength  
60 - for i = 1, 4 do  
61 - talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + strength  
62 - end  
63 - else  
64 - for i = 1, 4 do --4个天赋  
65 - talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + curData[talent:getv(i, 0)].strength  
66 - end  
67 - end  
68 -  
69 - --好感度  
70 - local loveUp = {}  
71 - for i = 0, self:getProperty("loveL") do  
72 - local reward = csvdb["unit_love_effectCsv"][i]["reward"]  
73 - for attrId, value in pairs(reward:toNumMap()) do  
74 - loveUp[AttsEnumEx[attrId]] = (loveUp[AttsEnumEx[attrId]] or 0) + value  
75 - end  
76 - end  
77 -  
78 - --皮肤  
79 - local skinUp = {}  
80 - local reward = (csvdb["unit_skinCsv"][self:getSkinId()] or {})["reward"] or ""  
81 - for attrId, value in pairs(reward:toNumMap()) do  
82 - skinUp[AttsEnumEx[attrId]] = (skinUp[AttsEnumEx[attrId]] or 0) + value  
83 - end  
84 -  
85 - --觉醒  
86 - local wData = csvdb["unit_wakeCsv"][wakeL]  
87 - for attr, value in pairs(attrs) do  
88 - attrs[attr] = attrs[attr] * (100 + (wData[attr .. "Level"] or 0) + (talentAttrS[attr] or 0) + (loveUp[attr] or 0) + (skinUp[attr] or 0)) / 100  
89 - end  
90 -  
91 - return attrs  
92 - end  
93 -  
94 - --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)]  
95 - function Hero:getTotalAttrs(params)  
96 - local attrs = self:getBaseAttrs()  
97 - return attrs  
98 - end  
99 - -- 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 ]  
100 - function Hero:getBattleValue()  
101 - local attrs = self:getTotalAttrs()  
102 - 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  
103 - return math.floor(battleValue)  
104 - end  
105 -  
106 - function Hero:saveBattleValue()  
107 - local battleValue = self:getBattleValue()  
108 - if battleValue ~= self:getProperty("battleV") then  
109 - self:setProperty("battleV", battleValue)  
110 - end  
111 - return battleValue  
112 - end  
113 -  
114 - function Hero:getSkillLevel(idx)  
115 - return self:getProperty("skillL"):getv(idx, 1)  
116 - end  
117 -  
118 - function Hero:getSkillData(idx, skin)  
119 - local unitData = csvdb["unitCsv"][self:getSkinId(skin)]  
120 - if idx == 1 then  
121 - return csvdb["skill_blockCsv"][unitData.block]  
122 - elseif idx == 2 then  
123 - return csvdb["skill_specialCsv"][unitData.special]  
124 - elseif idx == 3 then  
125 - return csvdb["skill_passiveCsv"][unitData.passive]  
126 - elseif idx == 4 then --冒险技能  
127 - if unitData.adv > 1000 then  
128 - return csvdb["adv_skill_passiveCsv"][unitData.adv]  
129 - else  
130 - return csvdb["adv_skillCsv"][unitData.adv]  
131 - end  
132 - end  
133 - return {}  
134 - end  
135 -  
136 - function Hero:getSkinId(skin)  
137 - skin = skin or self:getProperty("skin")  
138 - if skin == 0 then  
139 - return self:getProperty("type")  
140 - else  
141 - return 30000 + self:getProperty("type") * 10 + skin  
142 - end  
143 - end 6 + function Hero:getMaxLevel()
  7 + return math.min(#csvdb["unit_expCsv"], csvdb["unit_breakCsv"][self:getProperty("breakL")].levelLimit)
  8 + end
  9 +
  10 + function Hero:getSPoint()
  11 + local point = 0
  12 + for i = 0, self:getProperty("wakeL") do
  13 + if csvdb["unit_wakeCsv"][i] then
  14 + point = point + csvdb["unit_wakeCsv"][i].sp
  15 + end
  16 + end
  17 + return point
  18 + end
  19 +
  20 + function Hero:getLSPoint()
  21 + local point = self:getSPoint()
  22 + for skill, level in pairs(self:getProperty("skillL"):toNumMap()) do
  23 + point = point - (level - 1)
  24 + end
  25 + return point
  26 + end
  27 + --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)]
  28 + function Hero:getBaseAttrs(params)
  29 + params = params or {}
  30 + local unitData = csvdb["unitCsv"][self:getProperty("type")]
  31 + local level = params.level or self:getProperty("level")
  32 + local breakL = params.breakL or self:getProperty("breakL")
  33 + local wakeL = params.wakeL or self:getProperty("wakeL")
  34 + local talent = params.talent or self:getProperty("talent")
  35 +
  36 +
  37 + local attrs = {}
  38 + for _, attName in pairs(AttsEnumEx) do
  39 + attrs[attName] = unitData[attName] or 0
  40 + end
  41 + local lData = csvdb["unit_expCsv"][level]
  42 + local blData = csvdb["unit_breakCsv"][breakL]
  43 + -- core
  44 + for attr, value in pairs(attrs) do
  45 + attrs[attr] = attrs[attr] * (100 + (lData[attr .. "Level"] or 0) + (blData[attr .. "Level"] or 0)) / 100
  46 + end
  47 +
  48 + local talentAttrS = {}
  49 + -- 天赋阶段属性
  50 + for i = 1, (talent:getv(0, 1) - 1) do
  51 + local curData = csvdb["unit_talentCsv"][i]
  52 + local effect = curData[#curData].effect:toArray(true, "=")
  53 + talentAttrS[AttsEnumEx[effect[1]]] = (talentAttrS[AttsEnumEx[effect[1]]] or 0) + effect[2]
  54 + end
  55 + -- 四个基础属性
  56 + local curData = csvdb["unit_talentCsv"][talent:getv(0, 1)]
  57 + if not curData then -- 已经满阶段了
  58 + curData = csvdb["unit_talentCsv"][#csvdb["unit_talentCsv"]]
  59 + local strength = curData[#curData].strength
  60 + for i = 1, 4 do
  61 + talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + strength
  62 + end
  63 + else
  64 + for i = 1, 4 do --4个天赋
  65 + talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + curData[talent:getv(i, 0)].strength
  66 + end
  67 + end
  68 +
  69 + --好感度
  70 + local loveUp = {}
  71 + for i = 0, self:getProperty("loveL") do
  72 + local reward = csvdb["unit_love_effectCsv"][i]["reward"]
  73 + for attrId, value in pairs(reward:toNumMap()) do
  74 + loveUp[AttsEnumEx[attrId]] = (loveUp[AttsEnumEx[attrId]] or 0) + value
  75 + end
  76 + end
  77 +
  78 + --皮肤
  79 + local skinUp = {}
  80 + local reward = (csvdb["unit_skinCsv"][self:getSkinId()] or {})["reward"] or ""
  81 + for attrId, value in pairs(reward:toNumMap()) do
  82 + skinUp[AttsEnumEx[attrId]] = (skinUp[AttsEnumEx[attrId]] or 0) + value
  83 + end
  84 +
  85 + --觉醒
  86 + local wData = csvdb["unit_wakeCsv"][wakeL]
  87 + for attr, value in pairs(attrs) do
  88 + attrs[attr] = attrs[attr] * (100 + (wData[attr .. "Level"] or 0) + (talentAttrS[attr] or 0) + (loveUp[attr] or 0) + (skinUp[attr] or 0)) / 100
  89 + end
  90 +
  91 + return attrs
  92 + end
  93 +
  94 + --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)]
  95 + function Hero:getTotalAttrs(params)
  96 + local attrs = self:getBaseAttrs()
  97 + return attrs
  98 + end
  99 + -- 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 ]
  100 + function Hero:getBattleValue()
  101 + local attrs = self:getTotalAttrs()
  102 + 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
  103 + return math.floor(battleValue)
  104 + end
  105 +
  106 + function Hero:saveBattleValue()
  107 + local battleValue = self:getBattleValue()
  108 + if battleValue ~= self:getProperty("battleV") then
  109 + self:setProperty("battleV", battleValue)
  110 + end
  111 + return battleValue
  112 + end
  113 +
  114 + function Hero:getSkillLevel(idx)
  115 + return self:getProperty("skillL"):getv(idx, 1)
  116 + end
  117 +
  118 + function Hero:getSkillData(idx, skin)
  119 + local unitData = csvdb["unitCsv"][self:getSkinId(skin)]
  120 + if idx == 1 then
  121 + return csvdb["skill_blockCsv"][unitData.block]
  122 + elseif idx == 2 then
  123 + return csvdb["skill_specialCsv"][unitData.special]
  124 + elseif idx == 3 then
  125 + return csvdb["skill_passiveCsv"][unitData.passive]
  126 + elseif idx == 4 then --冒险技能
  127 + if unitData.adv > 1000 then
  128 + return csvdb["adv_skill_passiveCsv"][unitData.adv]
  129 + else
  130 + return csvdb["adv_skillCsv"][unitData.adv]
  131 + end
  132 + end
  133 + return {}
  134 + end
  135 +
  136 + function Hero:getSkinId(skin)
  137 + skin = skin or self:getProperty("skin")
  138 + if skin == 0 then
  139 + return self:getProperty("type")
  140 + else
  141 + return 30000 + self:getProperty("type") * 10 + skin
  142 + end
  143 + end
144 144
145 end 145 end
146 146