419 lines
19 KiB
Lua
419 lines
19 KiB
Lua
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local equipsuite = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local jewelRankupConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
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local jewelResonanceConfig = ConfigManager.GetConfig(ConfigName.JewelResonanceConfig)
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local passiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
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Hero_Prop_Type = {
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Base = 0,
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Equip = 1,
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EquipTreasure = 2,
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PassiveSkill = 4,
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Talisman = 5,
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SoulPrint = 6,
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SkinAdd = 7,--皮肤
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-- GuildSkill = 8,--公会技能
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-- ElementAdd = 9,--光环
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-- VipAdd = 10,--vip加成
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-- Pokemon = 11,--灵兽加成
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}
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local BattlePropToConfig = {}
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local TargetPropToConfig = {}
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-- 将战斗中的被动属性转为ui用的属性
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local function BattlePropToUIProp(id, v, ct)
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if not BattlePropToConfig[id] then
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BattlePropToConfig[id] = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", id)
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end
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local config = BattlePropToConfig[id]
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if not config then
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return id, v
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end
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local propId = config.PropertyId
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local style = config.Style
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local value = style == 1 and v or v * 10000
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if ct == 1 then
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return propId, value
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elseif ct == 2 then
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-- 对固定值的百分比加成转换成 对应的属性
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if style == 1 then
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if not TargetPropToConfig[propId] then
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TargetPropToConfig[propId] = ConfigManager.TryGetConfigDataByKey(ConfigName.PropertyConfig, "TargetPropertyId", propId)
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end
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if TargetPropToConfig[propId] then
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local propId2 = TargetPropToConfig[propId].PropertyId
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local value = TargetPropToConfig[propId].Style == 1 and v or v * 10000
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if propId2 then
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return propId2, value
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end
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end
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end
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return propId, value
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elseif ct == 3 then
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return propId, -value
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elseif ct == 4 then
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return propId, value
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end
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end
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-- 被动技能转换为属性列表
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local function PassiveListToPropList(skillids)
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local propList = {} -- 自身属性
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local conPropList = {} -- 条件属性
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local teamPropList = {} -- 团队属性
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local conTeamPropList = {} -- 团队条件属性
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local dePropList = {} -- 百分比减益属性(特殊计算)
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for i = 1, #skillids do
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local skillid = skillids[i]
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if passiveSkillLogicConfig[skillid] then
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local curSkillData = passiveSkillLogicConfig[skillid]
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if curSkillData.EffectiveRange > 1 then
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local args = curSkillData.Value
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-- 计算
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local pId, v, ct
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if curSkillData.Type == 90 then -- [a]增加[b],[c]改变 || a[属性]b[float]c[改变类型]
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pId, v, ct = args[1], args[2], args[3]
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elseif curSkillData.Type == 94 then -- 全体上阵武将增加[a]%[b],[c]改变 || a[float]b[属性]c[改变类型]
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pId, v, ct = args[2], args[1], args[3]
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elseif curSkillData.Type == 171 then -- 武将100级后每升一级[a]额外增加[b],[c]改变(战斗外实现) || a[属性]b[float]c[改变类型]
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pId, v, ct = args[1], args[2], args[3]
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elseif curSkillData.Type == 129 then -- 全体上阵[a]元素角色增加[b]%[c],[d]改变 || a[元素]b[float]c[属性]d[改变类型]
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pId, v, ct = args[3], args[2], args[4]
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end
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-- 获取UI属性
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LogRed_Prop(string.format("args = %s|%s|%s", pId, v, ct))
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local propId, value = BattlePropToUIProp(pId, v, ct)
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LogRed_Prop(string.format("prop = %s|%s", propId, value))
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if curSkillData.EffectiveRange == 2 then --战前个人
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if ct == 4 then -- 减益效果
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table.insert(dePropList, {propId = propId ,value = value})
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elseif curSkillData.Type == 171 then -- 100级才开始加成(个人条件属性)
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local propList = {}
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propList[propId] = value
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table.insert(conPropList, {type = Condition_Prop_Type.LV_100, propList = propList, args = args})
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else
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if not propList[propId] then
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propList[propId] = 0
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end
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propList[propId] = propList[propId] + value
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end
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else
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-- 条件
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if curSkillData.Type == 129 then -- (团队条件属性)
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local propList = {}
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propList[propId] = value
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table.insert(conTeamPropList, {type = Condition_Prop_Type.ELE_TEAM_ADD, propList = propList, args = args})
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else
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if not teamPropList[propId] then
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teamPropList[propId] = 0
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end
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teamPropList[propId] = teamPropList[propId] + value
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end
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end
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end
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end
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end
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return propList, conPropList, teamPropList, conTeamPropList, dePropList
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end
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Hero_Prop_Func = {
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-- 基础属性计算
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[Hero_Prop_Type.Base] = function(_heroData)
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local allAddProVal = {}
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local tData = heroConfig[_heroData.tId]
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local curLvNum = _heroData.lv
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local breakId = _heroData.breakId
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local upStarId = _heroData.upStarId
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allAddProVal[HeroProType.Attack] = HeroManager.CalculateProVal( tData.Attack, curLvNum,breakId, upStarId, HeroProType.Attack)
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allAddProVal[HeroProType.Hp] = HeroManager.CalculateProVal(tData.Hp, curLvNum, breakId, upStarId, HeroProType.Hp)
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allAddProVal[HeroProType.PhysicalDefence] = HeroManager.CalculateProVal(tData.PhysicalDefence, curLvNum, breakId, upStarId, HeroProType.PhysicalDefence)
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allAddProVal[HeroProType.MagicDefence] = HeroManager.CalculateProVal(tData.MagicDefence, curLvNum, breakId, upStarId, HeroProType.MagicDefence)
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local subProp = tData.SecondaryFactor
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if subProp then
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for i = 1, #subProp do
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local propType = subProp[i][1]
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local propValue = subProp[i][2]
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if not allAddProVal[propType] then
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allAddProVal[propType] = 0
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end
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allAddProVal[propType] = allAddProVal[propType] + propValue
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end
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end
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return allAddProVal
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end,
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-- 普通装备
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[Hero_Prop_Type.Equip] = function(_heroData)
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local addAllProVal = {}
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for i, v in ConfigPairs(propertyConfig) do
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addAllProVal[i] = 0
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end
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local tData = heroConfig[_heroData.tId]
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local equipSuit = {}
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--[id] = 件数
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LogBlue("装备件数".. #_heroData.equipList)
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for i = 1, #_heroData.equipList do
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local curEquip = _heroData.equipList[i]
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if curEquip then
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for index, prop in ipairs(curEquip.mainAttribute) do
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local id = prop.propertyId
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local value = prop.propertyValue
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if addAllProVal[id] then
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addAllProVal[id] = addAllProVal[id] + value
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else
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addAllProVal[id] = value
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end
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end
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--套装加成
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if equipSuit[curEquip.equipConfig.SuiteID] then
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equipSuit[curEquip.equipConfig.SuiteID] = equipSuit[curEquip.equipConfig.SuiteID] + 1
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else
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equipSuit[curEquip.equipConfig.SuiteID] = 1
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end
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end
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end
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if equipSuit and LengthOfTable(equipSuit) > 0 then
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for i, v in pairs(equipSuit) do
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local curSuitConfig = equipsuite[i]
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if v > 1 then
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if curSuitConfig and curSuitConfig.SuiteValue then
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for j = 1, #curSuitConfig.SuiteValue do
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if v >= curSuitConfig.SuiteValue[j][1] then
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local curProId = curSuitConfig.SuiteValue[j][2]
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local curProVal = curSuitConfig.SuiteValue[j][3]
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--LogError("套装激活 "..i .." "..v.." curProId "..curProId .." "..curProVal)
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if addAllProVal[curProId] then
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addAllProVal[curProId] = addAllProVal[curProId] + curProVal
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else
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addAllProVal[curProId] = curProVal
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end
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end
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end
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end
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end
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end
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end
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return addAllProVal
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end,
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--英雄身上宝器属性计算
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[Hero_Prop_Type.EquipTreasure] = function(_heroData)
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local addAllProVal = {}
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local minLv
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local mainRefineLv
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for i = 1, #_heroData.treasureList do
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local curEuipTreaSureData = _heroData.treasureList[i]
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local curEuipTreaSureConfig = jewelConfig[curEuipTreaSureData.id]
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for _, configInfo in ConfigPairs(jewelRankupConfig) do
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--强化的属性
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if
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configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and
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configInfo.Level == curEuipTreaSureData.lv
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then
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for j = 1, #configInfo.Property do
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if addAllProVal[configInfo.Property[j][1]] then
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addAllProVal[configInfo.Property[j][1]] =
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addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
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else
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addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2]
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end
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end
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end
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--精炼的属性
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if
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configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and
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configInfo.Level == curEuipTreaSureData.refineLv
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then
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for j = 1, #configInfo.Property do
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if addAllProVal[configInfo.Property[j][1]] then
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addAllProVal[configInfo.Property[j][1]] =
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addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
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else
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addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2]
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end
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end
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end
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end
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if #_heroData.treasureList > 1 then
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--取 强化 精炼 最小值
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if minLv then
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if curEuipTreaSureData.lv < minLv then
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minLv = curEuipTreaSureData.lv
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end
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else
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minLv = curEuipTreaSureData.lv
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end
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if mainRefineLv then
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if curEuipTreaSureData.refineLv < mainRefineLv then
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mainRefineLv = curEuipTreaSureData.refineLv
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end
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else
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mainRefineLv = curEuipTreaSureData.refineLv
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end
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end
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end
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--math.min()
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--取 强化 精炼 共鸣属性
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if #_heroData.treasureList > 1 then
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local lvjewelResonanceConfig
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local refineLvjewelResonanceConfig
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for _, curjewelResonanceConfig in ConfigPairs(jewelResonanceConfig) do
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if lvjewelResonanceConfig then
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if
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curjewelResonanceConfig.Type == 1 and curjewelResonanceConfig.Level <= minLv and
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curjewelResonanceConfig.Id > lvjewelResonanceConfig.Id
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then
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lvjewelResonanceConfig = curjewelResonanceConfig
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end
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else
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if curjewelResonanceConfig.Type == 1 and curjewelResonanceConfig.Level <= minLv then
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lvjewelResonanceConfig = curjewelResonanceConfig
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end
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end
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if refineLvjewelResonanceConfig then
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if
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curjewelResonanceConfig.Type == 2 and curjewelResonanceConfig.Level <= mainRefineLv and
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curjewelResonanceConfig.Id > refineLvjewelResonanceConfig.Id
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then
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refineLvjewelResonanceConfig = curjewelResonanceConfig
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end
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else
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if curjewelResonanceConfig.Type == 2 and curjewelResonanceConfig.Level <= mainRefineLv then
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refineLvjewelResonanceConfig = curjewelResonanceConfig
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end
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end
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end
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--
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if lvjewelResonanceConfig then
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for j = 1, #lvjewelResonanceConfig.Property do
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if addAllProVal[lvjewelResonanceConfig.Property[j][1]] then
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addAllProVal[lvjewelResonanceConfig.Property[j][1]] =
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addAllProVal[lvjewelResonanceConfig.Property[j][1]] +
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lvjewelResonanceConfig.Property[j][2]
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else
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addAllProVal[lvjewelResonanceConfig.Property[j][1]] = lvjewelResonanceConfig.Property[j][2]
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end
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end
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end
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if refineLvjewelResonanceConfig then
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for j = 1, #refineLvjewelResonanceConfig.Property do
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if addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] then
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addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] =
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addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] +
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refineLvjewelResonanceConfig.Property[j][2]
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else
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addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] =
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refineLvjewelResonanceConfig.Property[j][2]
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end
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end
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end
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end
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return addAllProVal
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end,
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-- 计算所有英雄被动技能的属性值
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[Hero_Prop_Type.PassiveSkill] = function(_heroData)
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local allOpenPassiveSkillIds = HeroManager.GetAllPassiveSkillIds(heroConfig[_heroData.tId], _heroData.breakId, _heroData.upStarId)
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--单体加成 --团体加成 --单体等级限制加成 --减乘
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local propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(allOpenPassiveSkillIds)
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return propList, conPropList, teamPropList, conTeamPropList, dePropList
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end,
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-- 法宝
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[Hero_Prop_Type.Talisman] = function(_heroData)
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local addAllProVal = {}
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local propList, conPropList, teamPropList, conTeamPropList, dePropList
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local star = _heroData.star
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local profession = heroConfig[_heroData.tId].Profession
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local curTalisman = heroConfig[_heroData.tId].EquipTalismana
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if curTalisman and star >= curTalisman[1] then
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local talismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2], "Level", _heroData.talismanLv)
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if talismanConFig then
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--主属性
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for j = 1, #talismanConFig.Property do
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if addAllProVal[talismanConFig.Property[j][1]] then
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addAllProVal[talismanConFig.Property[j][1]] =
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addAllProVal[talismanConFig.Property[j][1]] + talismanConFig.Property[j][2]
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else
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addAllProVal[talismanConFig.Property[j][1]] = talismanConFig.Property[j][2]
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|||
|
end
|
|||
|
end
|
|||
|
--副属性
|
|||
|
if talismanConFig.SpecialProperty and #talismanConFig.SpecialProperty > 0 then
|
|||
|
for k = 1, #talismanConFig.SpecialProperty do
|
|||
|
if talismanConFig.SpecialProperty[k][1] == profession then
|
|||
|
if addAllProVal[talismanConFig.SpecialProperty[k][2]] then
|
|||
|
addAllProVal[talismanConFig.SpecialProperty[k][2]] =
|
|||
|
addAllProVal[talismanConFig.SpecialProperty[k][2]] +
|
|||
|
talismanConFig.SpecialProperty[k][3]
|
|||
|
else
|
|||
|
addAllProVal[talismanConFig.SpecialProperty[k][2]] =
|
|||
|
talismanConFig.SpecialProperty[k][3]
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
--当前法宝全部天赋数据(天赋可能为空)
|
|||
|
local dowerAllData =
|
|||
|
ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2])
|
|||
|
local skillIds = {}
|
|||
|
--LogError("当前法宝全部天赋数据 "..curTalisman[2].." "..#dowerAllData.." "..curHeroData.talismanList)
|
|||
|
for i = 1, #dowerAllData do
|
|||
|
if dowerAllData[i].OpenSkillRules and _heroData.talismanLv >= dowerAllData[i].Level then
|
|||
|
for k = 1, #dowerAllData[i].OpenSkillRules do
|
|||
|
table.insert(skillIds, dowerAllData[i].OpenSkillRules[k])
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
--被动技能计算
|
|||
|
if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
|
|||
|
--单体加成 --单体等级限制加成 --团体加成 --减乘
|
|||
|
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skillIds)
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
if propList and LengthOfTable(propList) > 0 then
|
|||
|
for i, v in pairs(propList) do
|
|||
|
if addAllProVal[i] then
|
|||
|
addAllProVal[i] = addAllProVal[i] + v
|
|||
|
else
|
|||
|
addAllProVal[i] = v
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
return addAllProVal, conPropList, teamPropList, conTeamPropList, dePropList
|
|||
|
end,
|
|||
|
|
|||
|
-- 魂印
|
|||
|
[Hero_Prop_Type.SoulPrint] = function(_heroData)
|
|||
|
local allSoulPrintAddWarPowerVal = 0
|
|||
|
if (table.nums(_heroData.soulPrintList) >= 1) then
|
|||
|
for i = 1, #_heroData.soulPrintList do
|
|||
|
local cursoulPrintConfig = equipConfig[_heroData.soulPrintList[i].equipId]
|
|||
|
if cursoulPrintConfig then
|
|||
|
allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
local allAddProVal = {}
|
|||
|
allAddProVal[HeroProType.WarPower] = allSoulPrintAddWarPowerVal
|
|||
|
return allAddProVal
|
|||
|
end,
|
|||
|
|
|||
|
|
|||
|
}
|