miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/Logic/RoleLogic.lua

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RoleLogic = {}
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RoleLogic.__index = RoleLogic
--local RoleLogic = RoleLogic
--local RoleDataName = RoleDataName
--local BattleLogic = BattleLogic
local Random = Random
local floor = math.floor
local max = math.max
local min = math.min
local skillPool = BattleObjectPool.New(function ()
return Skill:New()
end)
function RoleLogic.New()
local instance = {uid=0,roleData=0,data=RoleData.New(),camp=0,name=0,aiIndex=1,position=0,sp=0,spPass=0,
shield=BattleList.New(),
exCalDmgList=BattleList.New(),
proTranList=BattleList.New(),
buffFilter=BattleList.New(),
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Event = BattleEvent:New(),passiveList={},isDead=false,IsDebug=false}
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setmetatable(instance, RoleLogic)
return instance
end
function RoleLogic:Init(uid, data, position)
self.uid = uid
self.position = position
self.roleData = data
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self.roleId=data.roleId
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self.data:Init(self, data.property)
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
self.isRealDead = self.isDead
self.camp = data.camp --阵营 0我方 1敌方
self.name = data.name
self.element = data.element
self.professionId = data.professionId
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self.star = data.star or 1
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-- LogError("英雄uid".. self.roleId .." " .. self.star)
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self.shield:Clear() --护盾列表
self.exCalDmgList:Clear() --额外计算伤害列表
self.buffFilter:Clear() --buff屏蔽列表
self.proTranList:Clear() --属性转换列表
self.Event:ClearEvent()
self.skill = data.skill
self.superSkill = data.superSkill
--首次读条时间=速度/20*(等级+10
self.sp = 0
local time = self:GetRoleData(RoleDataName.Speed)/(20*(self:GetRoleData(RoleDataName.Level)+10))
self.spPass = floor( BattleUtil.ErrorCorrection(time) * BattleLogic.GameFrameRate)
-- 初始化怒气值默认2
self.Rage = 2
self.RageGrow = 2 -- 普通技能怒气成长
self.SuperSkillRage = 4 -- 技能需要释放的怒气值默认为4
self.NoRageRate = 0 -- 不消耗怒气值的概率
--
self.passiveList = {}
if data.passivity and #data.passivity > 0 then
for i = 1, #data.passivity do
local v = data.passivity[i]
local id = v[1]
local args = {}
for j = 2, #v do
args[j-1] = v[j]
end
if BattleUtil.Passivity[id] then
BattleUtil.Passivity[id](self, args)
-- 加入被动列表
table.insert(self.passiveList, {id, args})
else
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LogRed(Language[10232]..id..Language[10233])
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end
end
end
-- 初始怒气值放在被动之后计算,使被动对初始怒气的影响生效
self.Rage = self.Rage + self:GetRoleData(RoleDataName.InitRage)-- 当前怒气值
--
self.aiOrder = data.ai
self.aiIndex = 1
self.aiTempCount = 0
self.IsDebug = false
self.lockTarget = nil --嘲讽
self.ctrl_dizzy = false --眩晕 不能释放所有技能
self.ctrl_slient = false --沉默 只能1技能
self.ctrl_palsy = false --麻痹 只能2技能
self.ctrl_noheal = false --禁疗
self.ctrl_blind = false --致盲
self.deadFilter = true -- 控制死亡置为false则角色暂时无法死亡
self.reliveFilter = true -- 控制复活的标志位置为false角色将不再享受复活效果
self.reliveHPF = 1
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self.IsCanAddSkill = true -- 是否可以追加技能
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end
-- 添加一个被动技能
function RoleLogic:AddPassive(id, args, isRepeat)
--判断是否可以叠加
if not isRepeat then
-- 不可以叠加, 如果重复则不再加入
for _, pst in ipairs(self.passiveList) do
if pst[1] == id then
return
end
end
end
-- 被动生效
BattleUtil.Passivity[id](self, args)
-- 加入被动列表
table.insert(self.passiveList, {id, args})
end
--
function RoleLogic:CanCastSkill()
return self.sp >= self.spPass and not self.IsDebug
end
-- 废弃的方法
function RoleLogic:GetSkillCD()
return max(self.spPass - self.sp, 0)
end
-- 废弃的方法
function RoleLogic:AddSkillCD(value, type)
self.Event:DispatchEvent(BattleEventName.RoleCDChanged)
if value == 0 then --为0直接清CD
self.sp = self.spPass
return
end
local cdTotal = self.spPass
local delta = 0
if type == 1 then --加算
delta = floor(value * BattleLogic.GameFrameRate)
elseif type == 2 then --乘加算(百分比属性加算)
delta = floor(value * cdTotal)
elseif type == 3 then --减算
delta = -floor(value * BattleLogic.GameFrameRate)
elseif type == 4 then --乘减算(百分比属性减算)
delta = -floor(value * cdTotal)
end
if delta > 0 then --加cd加cd最大值
self.spPass = self.spPass + delta
else --减cd减cd当前值
delta = -delta
self.sp = min(self.sp + delta, self.spPass)
end
end
-- 改变怒气值
function RoleLogic:AddRage(value, type)
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
if (type==3 or type==4) and BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end) then
LogError("角色身上有无敌盾,不扣除怒气")
return
end
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local delta = 0
if type == 1 then --加算
delta = value
elseif type == 2 then --乘加算(百分比属性加算)
delta = floor(value * self.SuperSkillRage)
elseif type == 3 then --减算
delta = -value
elseif type == 4 then --乘减算(百分比属性减算)
delta = -floor(value * self.SuperSkillRage)
end
--
self.Event:DispatchEvent(BattleEventName.RoleRageChange, delta)
--怒气值不可为负值
self.Rage = max(self.Rage + delta, 0)
end
function RoleLogic:GetRoleData(property)
local tarPro = self.data:GetData(property)
local item
for i=1, self.proTranList.size do
item = self.proTranList.buffer[i]
if item.proName == property then
local value
if item.changeType == 1 then --加算
value = item.tranFactor
elseif item.changeType == 2 then --乘加算(百分比属性加算)
value = BattleUtil.ErrorCorrection(self.data:GetData(item.tranProName) * item.tranFactor)
elseif item.changeType == 3 then --减算
value = -item.tranFactor
elseif item.changeType == 4 then --乘减算(百分比属性减算)
value = -BattleUtil.ErrorCorrection(self.data:GetData(item.tranProName) * item.tranFactor)
end
tarPro = tarPro + value
end
end
return tarPro
end
--proA替换的属性factor系数proB被替换的属性, duration持续时间
--读取proB属性时得到的值为proB + proA * factor
function RoleLogic:AddPropertyTransfer(proA, factor, proB, ct, duration)
local proTran = {proName = proB, tranProName = proA, tranFactor = factor, changeType = ct}
self.proTranList:Add(proTran)
local index = self.proTranList.size
if duration then
BattleLogic.WaitForTrigger(duration, function ()
self:RemovePropertyTransfer(index, proTran)
end)
end
return index, proTran
end
-- 删除临时属性
function RoleLogic:RemovePropertyTransfer(index, tran)
if index <= self.proTranList.size and tran == self.proTranList.buffer[index] then
self.proTranList:Remove(index)
end
end
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-- 是否为指定id指定星级的英雄 by:王振兴 2020/07/29
function RoleLogic:IsAssignHeroAndHeroStar(id,star)
if self.roleId==id and self.star==star then
return true
end
return false
end
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function RoleLogic:AddBuff(buff)
if self:IsRealDead() then
BattleLogic.BuffMgr:PutBuff(buff)
return
end
-- buff的miss率
local missF = 0
-- 检测被动对miss概率的影响
local cl = {}
local function _CallBack(v, ct)
if v then
table.insert(cl, {v, ct})
end
end
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffMiss, _CallBack, self, buff)
missF = BattleUtil.CountChangeList(missF, cl)
-- 如果概率为0 或者没有miss
if missF == 0 or not BattleUtil.RandomAction(missF, function() BattleLogic.BuffMgr:PutBuff(buff) end) then
for i=1, self.buffFilter.size do
if self.buffFilter.buffer[i](buff) then
BattleLogic.BuffMgr:PutBuff(buff)
return
end
end
BattleLogic.BuffMgr:AddBuff(self, buff)
end
end
function RoleLogic:Dispose()
end
-- 判断角色是否可以释放技能
function RoleLogic:IsAvailable()
-- 眩晕 -- 死亡
if self.ctrl_dizzy or self:IsRealDead() then
return false
end
-- 沉默麻痹同时存在
if self.ctrl_palsy and self.ctrl_slient then
return false
end
-- 麻痹同时怒气不足
if self.ctrl_palsy and self.Rage < self.SuperSkillRage then
return false
end
return true
end
-- 释放技能
function RoleLogic:SkillCast(skill, func)
local _CastDone = function()
if func then
func()
end
end
-- 角色不可用直接结束技能释放
if not skill or not self:IsAvailable() then
_CastDone()
return
end
-- 没有麻痹,释放普通攻击
if skill.type == BattleSkillType.Normal and not self.ctrl_palsy then
local function _CheckRage()
-- 后成长怒气
if skill.isRage then
-- 检测被动技能对怒气成长的影响
local grow = self.RageGrow
local _RageGrowPassivity = function(finalGrow)
grow = finalGrow
end
self.Event:DispatchEvent(BattleEventName.RoleRageGrow, grow, _RageGrowPassivity)
--
self.Rage = self.Rage + grow
end
-- 释放完成
_CastDone()
end
-- 释放普技
skill:Cast(_CheckRage)
-- 没有沉默,释放大技能
elseif skill.type == BattleSkillType.Special and not self.ctrl_slient then
-- 先消耗怒气
if skill.isRage then
if self.Rage < self.SuperSkillRage then
-- 怒气值不足不能释放技能
_CastDone()
return
end
-- 检测被动技能对怒气消耗的影响
local costRage = self.SuperSkillRage
local noRageRate = self.NoRageRate
local _RageCostPassivity = function(rate, cost)
noRageRate = noRageRate + rate
costRage = costRage + cost
end
self.Event:DispatchEvent(BattleEventName.RoleRageCost, costRage, noRageRate, _RageCostPassivity)
-- 计算消耗怒气的概率,并消耗怒气
local costRate = 1 - noRageRate
costRate = costRate > 1 and 1 or costRate
costRate = costRate < 0 and 0 or costRate
BattleUtil.RandomAction(costRate, function()
self.Rage = self.Rage - costRage
end)
end
-- 释放绝技
skill:Cast(_CastDone)
-- 没有符合条件的技能直接进入下一个技能检测
else
_CastDone()
end
end
-- 加入一个技能
-- type 加入的技能类型
-- targets 指定目标
-- isAdd 是否是追加技能
-- isRage 是否正常操作怒气值
function RoleLogic:AddSkill(type, isRage, isAdd, targets)
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if not self.IsCanAddSkill and isAdd then return end
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local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage)
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--
BattleLogManager.Log(
"Add Skill",
"camp", self.camp,
"pos", self.position,
"type", type,
"isRage", tostring(isRage),
"isAdd", tostring(isAdd),
"targets", targets and #targets or "0"
)
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end
--加入额外技能,用于额外释放技能 by:王振兴
function RoleLogic:InsertExtraSkill(id)
local effectData=BattleUtil.GetExtraSkillbyId(id)
if effectData then
--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
SkillManager.InsertSkill(self, effectData, BattleSkillType.Special, nil, true, false)
BattleLogManager.Log(
"Add Skill",
"camp", self.camp,
"pos", self.position,
"type", BattleSkillType.Extra,
"isRage", tostring(false),
"isAdd", tostring(true),
"targets", targets and #targets or "0"
)
end
end
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-- 插入一个技能
function RoleLogic:InsertSkill(type, isRage, isAdd, targets)
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if not self.IsCanAddSkill and isAdd then return end
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local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
SkillManager.InsertSkill(self, effectData, type, targets, isAdd, isRage)
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--
BattleLogManager.Log(
"Insert Skill",
"camp", self.camp,
"pos", self.position,
"type", type,
"isRage", tostring(isRage),
"isAdd", tostring(isAdd),
"targets", targets and #targets or "0"
)
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end
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-- 设置是否可以追加技能
function RoleLogic:SetIsCanAddSkill(isCan)
self.IsCanAddSkill = isCan
end
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-- 正常触发技能
function RoleLogic:CastSkill(func)
-- 设置轮转方法
SkillManager.SetTurnRoundFunc(func)
-- 没有沉默
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
-- 释放大技能
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LogBlue(Language[10234])
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self:AddSkill(BattleSkillType.Special, true, false, nil)
return
end
-- 没有麻痹 释放普通技能
if not self.ctrl_palsy then
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LogBlue(Language[10235])
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self:AddSkill(BattleSkillType.Normal, true, false, nil)
return
end
--
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LogBlue(Language[10236])
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end
-- 强制释放技能,测试技能时使用
-- type 追加的技能类型 1=普技 2=特殊技
-- targets 追加技能的目标 nil则自动选择目标
-- func 追加技能释放完成回调
function RoleLogic:ForceCastSkill(type, targets, func)
-- 清除技能控制
self.ctrl_dizzy = false --眩晕 不能释放技能
self.ctrl_slient = false --沉默 只能1技能
self.ctrl_palsy = false --麻痹 只能2技能
-- 设置轮转方法
SkillManager.SetTurnRoundFunc(func)
-- 释放技能
if type == 1 and self.skill then
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LogBlue(Language[10237])
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self:AddSkill(BattleSkillType.Normal, true, false, nil)
elseif type == 2 and self.superSkill then
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LogBlue(Language[10238])
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if self.Rage < self.SuperSkillRage then
self.Rage = self.SuperSkillRage
end
self:AddSkill(BattleSkillType.Special, true, false, nil)
end
end
-- 判断是否可以去死了
function RoleLogic:IsCanDead()
-- 暂时不能死
if not self.deadFilter then
return false
end
-- 还有我的技能没有释放,不能死啊
if SkillManager.HaveMySkill(self) then
return false
end
return true
end
-- 真的去死
function RoleLogic:GoDead()
if self:IsCanDead() then
self.isRealDead = true
self.Rage = 0
BattleLogic.BuffMgr:ClearBuff(self)
self.Event:DispatchEvent(BattleEventName.RoleRealDead, self)
BattleLogic.Event:DispatchEvent(BattleEventName.RoleRealDead, self)
return true
end
return false
end
-- 设置是否可以死亡
function RoleLogic:SetDeadFilter(filter)
self.deadFilter = filter
end
-- 要死了
function RoleLogic:SetDead()
self.isDead = true
RoleManager.AddDeadRole(self)
end
-- 判断是否死亡
function RoleLogic:IsDead()
return self.isDead
end
function RoleLogic:IsRealDead()
return self.isRealDead
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end
-- 是否可以复活
function RoleLogic:IsCanRelive()
if not self.reliveFilter then
return false
end
if not self.isRealDead then
return false
end
return true
end
-- 复活吧, 真的去世后才能复活
function RoleLogic:Relive()
if self:IsCanRelive() then
-- 没有指定血量则满血
self.isDead = false
self.isRealDead = false
local maxHp = self.data:GetData(RoleDataName.MaxHp)
self.data:SetValue(RoleDataName.Hp, floor(self.reliveHPF * maxHp))
-- 发送复活事件
self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
return true
end
return false
end
-- 设置是否可以死亡
function RoleLogic:SetReliveFilter(filter)
self.reliveFilter = filter
end
--,hpf 复活时拥有的血量的百分比
function RoleLogic:SetRelive(hpf)
-- 判断是否可以复活
if self:IsCanRelive() then
self.reliveHPF = hpf or 1
RoleManager.AddReliveRole(self)
end
return false
end
function RoleLogic:Update()
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end