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.cachePassiveEvent = {} self:initPlayer() self:initEnemys() self:initAfter() if self.isNewPlayer then self.player:triggerPassive(Passive.BORN_ONCE) self.player:addExp((self.adv.level - 1) * 40) end end function Battle:initAfter() self.player:initAfter(self.adv.owner:getProperty("advTeam").player) for idx, mapEnemys in pairs(self.enemys) do for _, enemy in ipairs(mapEnemys) do enemy:initAfter(self.adv:getBlock(enemy.roomId, enemy.blockId, idx).event.enemy) end end for idx, mapBuilds in pairs(self.builds) do for _, build in ipairs(mapBuilds) do build:initAfter(self.adv:getBlock(build.roomId, build.blockId, idx).event.build) 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 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() player.level = relayData.level end player.exp = 0 player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100) 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 function Battle:initMapEnemys(mapIdx) 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) end end 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) mapIdx = mapIdx or self.adv:getCurMapIdx() 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 end local player = Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy, mapIdx) table.insert(self.enemys[mapIdx], player) return 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 end local player = Build.new(self, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.build, mapIdx) table.insert(self.builds[mapIdx], player) return player end 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() self.player:afterRound() table.sort(self.enemys[mapIdx], function(e1, e2) return e1.id < e2.id end) for _, enemy in ipairs(self.enemys[mapIdx]) do enemy:afterRound() end for _, build in ipairs(self.builds[mapIdx]) do build:afterRound() end 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) build:clear() end end self.player:triggerPassive(Passive.AFTER_ROUND) if self.player.isDead then self.adv:over(false) end end function Battle:battleBegin(roomId, blockId, params) local enemy = self:getEnemy(roomId, blockId) if not enemy then return end local player = params.player -- 玩家没死就是怪死了 if player.hp > 0 then enemy:hurt(enemy.hp, self.player, {hurtType = 5}) self.player:effectBattleBuff() self.adv.owner:checkTaskEnter("AdvBattleWin", {id = self.adv.chapterId}) 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, player) 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 --写入数据 function Battle:saveDB() 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 end return Battle