miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua

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Buff = {}
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local floor = math.floor
local buffPoolList = {}
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local BuffRegister = {
[BuffName.PropertyChange] = "PropertyChange",
[BuffName.Control] = "Control",
[BuffName.DOT] = "DOT",
[BuffName.HOT] = "HOT",
[BuffName.Shield] = "Shield",
[BuffName.Immune] = "Immune",
[BuffName.Curse] = "Curse",
[BuffName.KylinMark] = "KylinMark",
[BuffName.Exile] = "Exile",
[BuffName.NoDead] = "NoDead",
[BuffName.Aura] = "Aura",
[BuffName.Brand] = "Brand",
[BuffName.Blood] = "Blood",
[BuffName.BanBlood] = "BanBlood",
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[BuffName.SigilSign] = "SigilSign",
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[BuffName.CommonSign] = "CommonSign",
[BuffName.BreakArmor] = "BreakArmor",
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[BuffName.AddAttack] = "AddAttack",
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[BuffName.Suppress] = "Suppress",
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}
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local getBuff = function(type)
if not buffPoolList[type] then
buffPoolList[type] = BattleObjectPool.New(function (type)
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return require("Modules/Battle/Logic/Buff/"..BuffRegister[type]):New()
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end)
end
return buffPoolList[type]:Get(type)
end
local putBuff = function(buff)
if buffPoolList[buff.type] then
buffPoolList[buff.type]:Put(buff)
end
end
local buffListPool = BattleObjectPool.New(function ()
return BattleList.New()
end)
function Buff:New()
local o = {}
setmetatable(o, self)
self.__index = self
return o
end
function Buff.Create(caster, type, duration, ...)
local buff = getBuff(type)
buff.type = type
buff.id = BuffManager.GenerateBuffId()
buff.caster = caster
buff.disperse = false --该值为true时buff在下一帧被清除
buff.cover = false --该值为true时同类型新buff会覆盖旧buff
buff.clear = true --该值为false时,buff不可被驱散除非无条件驱散
buff.duration = duration or 0 --持续时间为0时buff永久存在
buff.interval = -1 --间隔帧为0时每回合触发小于0不触发 默认不触发OnTrigger
-- buff.framePass = 0
buff.roundPass = 0
buff.startRound = BattleLogic.GetCurRound()
-- 重置buff状态
buff.isBuff = nil
buff.isDeBuff = nil
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buff:SetData(...)
return buff
end
-- 设置触发间隔
function Buff:SetInterval(interval)
self.interval = interval
return self
end
-- 改变buff的轮次
function Buff:ChangeBuffDuration(type, value)
-- 永久存在改变无效
if self.duration <= 0 then
return
end
-- 计算
local finalDuration = BattleUtil.ErrorCorrection(BattleUtil.CountValue(self.duration, value, type))
self.duration = floor(finalDuration)
if self.roundDuration then
self.roundDuration = finalDuration
end
-- 发送事件
self.caster.Event:DispatchEvent(BattleEventName.BuffDurationChange, self)
end
function Buff:CompareWith(buff)
if self.type == buff.type then
if self.OnCompare then
return self:OnCompare(buff)
else
return true
end
else
return false
end
end
BuffManager = {}
BuffManager.__index = BuffManager
local curBuffId
function BuffManager.New()
local instance = {owner=0, buffQueue = BattleQueue.New(), buffDic = BattleDictionary.New()}
setmetatable(instance, BuffManager)
return instance
end
-- 根据类型获取buff的刷新级别
-- local _TypeToLevel = {
-- [] = ,
-- }
function BuffManager.GetLevelByType(type)
end
function BuffManager:Init()
while self.buffQueue.size > 0 do
putBuff(self.buffQueue:Dequeue())
end
for i = 1, self.buffDic.size do
local list = self.buffDic.vList[i]
for j=1, list.size do
putBuff(list.buffer[j])
end
list:Clear()
buffListPool:Put(list)
end
self.buffDic:Clear()
curBuffId = 0
end
function BuffManager.GenerateBuffId()
if not curBuffId then
curBuffId = 0
end
curBuffId = curBuffId + 1
return curBuffId
end
function BuffManager:AddBuff(target, buff)
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-- 灵兽无效
if target.type == BattleUnitType.Monster then
return
end
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buff.target = target
self.buffQueue:Enqueue(buff)
-- buff.frameDuration = floor(buff.duration * BattleLogic.GameFrameRate)
--if buff.isBuff then --TODO:增益buff持续时间加成
-- local buffBocus = buff.caster:GetRoleData(RoleDataName.BuffBocus)
-- buff.frameDuration = floor(buff.duration * (1 + buffBocus + buff.exCtrlTime) * BattleLogic.GameFrameRate)
--end
--
--if buff.isDeBuff then --TODO:减益buff持续时间减免
-- local debuffReduce = self.owner:GetRoleData(RoleDataName.DebuffReduce)
-- buff.frameDuration = floor(buff.duration * (1 - debuffReduce - buff.exCtrlTime) * BattleLogic.GameFrameRate)
--end
-- buff.frameInterval = floor(buff.interval * BattleLogic.GameFrameRate)
buff.roundDuration = buff.duration
buff.roundInterval = buff.interval
buff.caster.Event:DispatchEvent(BattleEventName.BuffCaster, buff)
buff.target.Event:DispatchEvent(BattleEventName.BuffBeAdd, buff)
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-- 用于记录统计
BattleLogic.Event:DispatchEvent(BattleEventName.RecordBuff, buff.caster, buff.target, buff)
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end
function BuffManager:QueryBuff(target, checkFunc)
for i=1, self.buffDic.size do
local list = self.buffDic.vList[i]
for j=1, list.size do
local buff = list.buffer[j]
if buff.target == target then
if checkFunc then
checkFunc(buff)
end
end
end
end
end
function BuffManager:GetBuff(target, checkFunc)
local blist = {}
for i=1, self.buffDic.size do
local list = self.buffDic.vList[i]
for j=1, list.size do
local buff = list.buffer[j]
if buff.target == target then
if not checkFunc or checkFunc(buff)then
table.insert(blist, buff)
end
end
end
end
return blist
end
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--根据条件获取所有的buff
function BuffManager:GetAllBuffByFunc(checkFunc)
local blist = {}
for i=1, self.buffDic.size do
local list = self.buffDic.vList[i]
for j=1, list.size do
local buff = list.buffer[j]
if not checkFunc or checkFunc(buff)then
table.insert(blist, buff)
end
end
end
return blist
end
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function BuffManager:HasBuff(target, type, checkFunc,caster,dotType)
--如果当前是判断燃烧buff and 当前目标是攻击的主目标则直接返回true
if type== BuffName.DOT and caster and dotType and dotType==1 and caster.curMainTarget==target then
return true
end
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if self.buffDic.kvList[type] then
local buffList = self.buffDic.kvList[type]
for i=1, buffList.size do
local v = buffList.buffer[i]
if v.target == target then
if (not checkFunc or (checkFunc and checkFunc(v))) then
return true
end
end
end
end
return false
end
--func为nil时无条件清除否则判定clear值执行func
function BuffManager:ClearBuff(target, func)
for i = 1, self.buffDic.size do
local list = self.buffDic.vList[i]
if list.size > 0 then
local idx = 1
while idx <= list.size do
local buff = list.buffer[idx]
if buff.target == target and (not func or (func and buff.clear and func(buff))) then
if not buff.target:IsRealDead() then
if buff.type== BuffName.Shield then
buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Shield)
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elseif buff.type== BuffName.DOT or buff.type==BuffName.Control or buff.type==BuffName.BanBlood or buff.type==BuffName.Curse then
buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
elseif buff.type==BuffName.PropertyChange and buff.changeType and (buff.changeType==3 or buff.changeType==4 )then
buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
end
end
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buff:OnEnd()
buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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putBuff(buff)
list:Remove(idx)
else
idx = idx + 1
end
end
end
end
end
function BuffManager:PutBuff(buff)
putBuff(buff)
end
function BuffManager:GetBuffCount(type)
if self.buffDic[type] then
return self.buffDic[type].size
end
return 0
end
-- 每帧刷新
function BuffManager:Update()
-- 检测上一帧生成的buff加入管理
while self.buffQueue.size > 0 do
local buff = self.buffQueue:Dequeue()
local buffList
if not self.buffDic.kvList[buff.type] then
buffList = buffListPool:Get()
self.buffDic:Add(buff.type, buffList)
else
buffList = self.buffDic.kvList[buff.type]
end
-- 是覆盖类型的buff且有老buff buff表现层修改所有cover 字段没用了 注释 by:王振兴 2021/03/11 20:40
-- if buff.cover and buffList.size > 0 then
-- local isCovered = false
-- for i=1, buffList.size do
-- local oldBuff = buffList.buffer[i]
-- if oldBuff.cover and oldBuff.target == buff.target and oldBuff.clear == buff.clear and oldBuff:OnCover(buff) then --判定该效果能否被覆盖
-- -- 结束并回收老buff
-- oldBuff:OnEnd()
-- oldBuff.target.Event:DispatchEvent(BattleEventName.BuffEnd, oldBuff)
-- putBuff(oldBuff)
-- -- 覆盖老buff
-- buffList.buffer[i] = buff
-- buff:OnStart()
-- buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
-- buff.target.Event:DispatchEvent(BattleEventName.BuffCover, buff)
-- isCovered = true
-- break
-- end
-- end
-- -- 没有覆盖新buff
-- if not isCovered then
-- buffList:Add(buff)
-- buff:OnStart()
-- buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
-- end
-- else
-- -- 新buff
-- buffList:Add(buff)
-- buff:OnStart()
-- buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
-- end
buffList:Add(buff)
buff:OnStart()
BattleLogManager.Log(
"Add Buff",
"camp", buff.caster.camp,
"position", buff.caster.position,
"id", buff.id,
"type", buff.type)
buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffStart, buff)
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end
-- 清除过期buff
for i=1, self.buffDic.size do
local buffList = self.buffDic.vList[i]
if buffList.size > 0 then
local index = 1
while index <= buffList.size do
local buff = buffList.buffer[index]
if buff.disperse then
buff:OnEnd()
buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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putBuff(buff)
buffList:Remove(index)
else
index = index + 1
end
end
end
end
end
-- 计算buff 剩余步数(根据当前回合人刷新其造成的所有buff回合数)
function BuffManager:PassUpdate()
local curCamp, curPos = BattleLogic.GetCurTurn()
for i=1, self.buffDic.size do
local buffList = self.buffDic.vList[i]
if buffList.size > 0 then
for index = 1, buffList.size do
local buff = buffList.buffer[index]
if not buff.disperse -- 没过期
and buff.caster.camp == curCamp -- 释放者是当前轮到的人
and buff.caster.position == curPos
and buff.roundDuration > 0 -- 不是无限存在的buff
and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
and buff.type~=BuffName.NoDead
and not buff.target.isExile --放逐单位buff不会更新
then
-- 当前轮释放的buff不结算
if buff.startRound ~= BattleLogic.GetCurRound() then
buff.roundPass = buff.roundPass + 1
--如果是Dot类的buff 判断触发次数;其他的还按照之前的逻辑判断 by:wangzhenxing 2021/08/27
if buff.triggerTime then
--现在按照 每回合都会触发来处理的如果存在4回合触发2次的还需处理 by:wangzhenxing 2021/08/27
if buff.triggerTime==buff.roundDuration then
buff.disperse = true
end
else
if buff.roundPass >= buff.roundDuration then
buff.disperse = true
end
end
buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
end
end
end
end
end
end
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--只更新不灭buff
function BuffManager:PassUpdateNoDead()
local curCamp, curPos = BattleLogic.GetCurTurn()
for i=1, self.buffDic.size do
local buffList = self.buffDic.vList[i]
if buffList.size > 0 then
for index = 1, buffList.size do
local buff = buffList.buffer[index]
if not buff.disperse -- 没过期
and buff.caster.camp == curCamp -- 释放者是当前轮到的人
and buff.caster.position == curPos
and buff.roundDuration > 0 -- 不是无限存在的buff
and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.type==BuffName.NoDead --不灭在这里处理
and not buff.target.isExile --放逐单位buff不会更新
then
-- 当前轮释放的buff不结算
buff.roundPass = buff.roundPass + 1
if buff.roundPass >= buff.roundDuration then
buff.disperse = true
end
buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
end
end
end
end
end
--计算灵兽buff更新
function BuffManager:PassMonsterUpdate()
local curCamp, curPos = BattleLogic.GetCurTurn()
for i=1, self.buffDic.size do
local buffList = self.buffDic.vList[i]
if buffList.size > 0 then
for index = 1, buffList.size do
local buff = buffList.buffer[index]
if (not buff.disperse -- 没过期
and buff.roundDuration > 0 -- 不是无限存在的buff
and buff.caster.type==BattleUnitType.Monster --灵兽的buff在这里处理
and not buff.target.isExile) --放逐单位buff不会更新
or (not buff.disperse -- 没过期
and buff.roundDuration > 0 -- 不是无限存在的buff
and buff.caster.type==BattleUnitType.Monster --灵兽的buff在这里处理
and buff.target.isExile
and buff.type==BuffName.Exile)
-- and buff.type~=BuffName.Exile --buff名称不是放逐
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then
-- 当前轮释放的buff不结算
if buff.startRound ~= BattleLogic.GetCurRound() then
buff.roundPass = buff.roundPass + 1
if buff.roundPass >= buff.roundDuration then
buff.disperse = true
end
buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
end
end
end
end
end
end
-- 每一个人的轮次都刷新
function BuffManager:TurnUpdate(sort)
local curCamp, curPos = BattleLogic.GetCurTurn()
for i=1, self.buffDic.size do
local buffList = self.buffDic.vList[i]
if buffList.size > 0 then
for index = 1, buffList.size do
local buff = buffList.buffer[index]
if not buff.disperse -- 没有过期
and buff.sort == sort -- 当前buff刷新等级
and buff.target.camp == curCamp -- 当前阵营
and not buff.target.isExile --放逐单位buff不会更新
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and buff.target.position == curPos then -- 当前位置
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--触发buff
if buff.roundInterval >= 0 then
if buff.roundInterval == 0 or buff.roundPass % buff.roundInterval == 0 then
if not buff:OnTrigger() then
buff.disperse = true
end
buff.target.Event:DispatchEvent(BattleEventName.BuffTrigger, buff)
end
end
end
end
end
end
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end