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.tempData = {} -- 临时回合数据 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 --[[ 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 --]] function Battle:initPlayer() if not next(self.adv.advTeam.heros) then return end if not self.adv.advTeam.player then local player = {} player.passives = {} local heroLevel = 0 for slot, heroId in pairs(self.adv.advTeam.heros) do local hero = self.adv.owner.heros[heroId] if hero then heroLevel = heroLevel + hero:getProperty("level") local advSkillId = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getSkinId()]["adv"] if advSkillId > 1000 then table.insert(player.passives, {id = advSkillId, level = hero:getSkillLevel(4)}) end end end player.growth = (self.adv.owner:getRealBattleValue(self.adv.advTeam.heros) / 80) ^ 0.52 + math.floor(heroLevel / 50) / 50 player.level = 1 player.exp = 0 player.sp = 100 local activeRelation = self.adv.owner:getHeroActiveRelation() local baseAttr = csvdb["adv_unitCsv"][math.floor(self.adv.advInfo.chapter / 100)] for _, attr in pairs(AttsEnumEx) do if baseAttr[attr] then player[attr] = baseAttr[attr] + baseAttr[attr] * player.growth * (player.level - 1) end end player.hpMax = player.hp or 0 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.def = enemyCsv.def + enemyCsv.leveldef * self.adv.advInfo.level 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) 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 function Battle:getRBByEnemyId(enemyId) local enemy = self:getEnemyById(enemyId) return enemy.roomId, enemy.blockId 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.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}) end self.player:hurt(math.max(0, math.ceil(self.player.hp - player.hp)), enemy, {hurtType = 5}) --战斗血量只会变少 self.player:changeSp(math.min(0, math.floor(player.sp - self.player.sp)) , 0) --战斗魔力只会变少 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