miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua

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BattleManager = {}
local this = BattleManager
local PassiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
local HeroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local MonsterGroup = ConfigManager.GetConfig(ConfigName.MonsterGroup)
local MonsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
local CombatControl = ConfigManager.GetConfig(ConfigName.CombatControl)
local function pairsByKeys(t)
local a = {}
for n in pairs(t) do
if n then
a[#a+1] = n
end
end
table.sort(a, function( op1, op2 )
local type1, type2 = type(op1), type(op2)
local num1, num2 = tonumber(op1), tonumber(op2)
if ( num1 ~= nil) and (num2 ~= nil) then
return num1 < num2
elseif type1 ~= type2 then
return type1 < type2
elseif type1 == "string" then
return op1 < op2
elseif type1 == "boolean" then
return op1
-- 以上处理: number, string, boolean
else -- 处理剩下的: function, table, thread, userdata
return tostring(op1) < tostring(op2) -- tostring后比较字符串
end
end)
local i = 0
return function()
i = i + 1
return a[i], t[a[i]]
end
end
function this.PrintBattleTable(tb)
local indent_str = "\n{"
local count = 0
for k,v in pairs(tb) do
count = count + 1
end
for k=1, #tb do
local v = tb[k]
if type(v) == "table" then
indent_str = indent_str .. this.PrintBattleTable(v)
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elseif type(v) == "string" then
indent_str = indent_str .. "\""..tostring(v) .. "\""
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else
indent_str = indent_str .. tostring(v)
end
if k < count then
indent_str = indent_str..","
end
end
local index = 0
for k,v in pairsByKeys(tb) do
index = index + 1
if type(k) ~= "number" then
if type(v) == "table" then
indent_str = string.format("%s%s=%s", indent_str, tostring(k), this.PrintBattleTable(v))
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elseif type(v) == "string" then
indent_str = string.format("%s%s=\"%s\"", indent_str, tostring(k), tostring(v))
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else
indent_str = string.format("%s%s=%s", indent_str, tostring(k), tostring(v))
end
if index < count then
indent_str = indent_str .. ","
end
end
end
indent_str = indent_str .. "}\n"
return indent_str
end
function this.Initialize()
--加载相关模块
local files = ReloadFile("Modules/Battle/Config/LuaFileConfig")
LoadLuaFiles(files)
end
--获取技能数据(战斗用)
function this.GetSkillData(skillId, pos)
pos = pos or 0
if not skillId or not SkillLogicConfig[skillId] then
return
end
local skill = {skillId}
--skill = {skillId, {目标id1, 效果时间, 效果1, 效果2, ...},{目标id2, 效果时间, 效果3, 效果4, ...}, ...}
--效果 = {效果类型id, 效果参数1, 效果参数2, ...}
local target = SkillLogicConfig[skillId].Target
local effectList = SkillLogicConfig[skillId].Effect
local effectArgsList = SkillLogicConfig[skillId].EffectValue
local EffectCombat = CombatControl[SkillLogicConfig[skillId].SkillDisplay]
local index = 1
for i = 1, #effectList do
local effectGroup = { target[i][1] } -- 效果目标
effectGroup[2] = EffectCombat.KeyFrame/1000 -- 效果时间(ms -> s)
for j = 1, #effectList[i] do
local effect = { effectList[i][j] } -- 效果Id
for k = 1, #effectArgsList[index] do
effect[k + 1] = effectArgsList[index][k] -- 效果参数
end
effectGroup[j + 2] = effect
index = index + 1
end
skill[i + 1] = effectGroup
end
return skill
end
function this.GetPassivityData(passivityList)
local pList = {}
if not passivityList then
return pList
end
-- 遍历被动,检查是否有要覆盖的被动技能
local orderList = {}
local coverList = {}
for i = 1, #passivityList do
local passiveId = tonumber(passivityList[i])
local cfg = PassiveSkillLogicConfig[passiveId]
-- 判断技能是否在战斗中生效
if cfg and cfg.EffectiveRange == 1 then
-- 判断是否有需要覆盖的被动技能
local coverId = cfg.CoverID
if coverId and coverId ~= 0 then
if orderList[coverId] then
orderList[coverId] = nil
end
coverList[coverId] = 1
end
-- 判断该被动技能是否已经被覆盖
if not coverList[passiveId] then
-- 没有被覆盖,数据加入
local pass = {}
if cfg and cfg.Type ~= 0 then
pass[1] = cfg.Type
for j = 1, #cfg.Value do
pass[j + 1] = cfg.Value[j]
end
orderList[passiveId] = pass
end
end
end
end
-- 构建数据
for _, passive in pairs(orderList) do
table.insert(pList, passive)
end
return pList
end
--获取怪物数据(战斗用)
function this.GetMonsterData(monsterId)
local monsterConfig = MonsterConfig[monsterId]
return {
roleId = monsterConfig.MonsterId,
monsterId = monsterId, --非战斗数据,仅用于显示怪物名称
professionId = monsterConfig.Profession,
camp = 1,
type = 1,
quality = 0,
skill = this.GetSkillData(monsterConfig.SkillList[1]),
superSkill = this.GetSkillData(monsterConfig.SkillList[2]),
element = monsterConfig.PropertyName,
passivity = this.GetPassivityData(monsterConfig.PassiveSkillList),
property = {
monsterConfig.Level,
monsterConfig.Hp,
monsterConfig.Hp,
monsterConfig.Attack,
monsterConfig.PhysicalDefence,
monsterConfig.MagicDefence,
monsterConfig.Speed,
monsterConfig.DamageBocusFactor,
monsterConfig.DamageReduceFactor,
monsterConfig.Hit,
monsterConfig.Dodge,
monsterConfig.CritFactor,
monsterConfig.CritDamageFactor,
monsterConfig.AntiCritDamageFactor,
monsterConfig.TreatFacter,
monsterConfig.CureFacter,
monsterConfig.DifferDemonsBocusFactor,
monsterConfig.DifferDemonsReduceFactor,
monsterConfig.ElementDamageReduceFactor[1],
monsterConfig.ElementDamageReduceFactor[2],
monsterConfig.ElementDamageReduceFactor[3],
monsterConfig.ElementDamageReduceFactor[4],
monsterConfig.ElementDamageReduceFactor[5],
monsterConfig.ElementDamageReduceFactor[6],
monsterConfig.ElementDamageBonusFactor,
},
ai = monsterConfig.MonsterAi,
}
end
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---获取服务端传过来的战斗数据和随机数种子
---参数2 isFightPlayer 0和怪物对战 1和玩家对战
function this.GetBattleServerData(msg, isFightPlayer)
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local fightData = {
playerData = { teamSkill = {}, teamPassive = {} },
enemyData = {},
}
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isFightPlayer = isFightPlayer == 1
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local data = msg.fightData.heroFightInfos
for i = 1, #data.fightUnitList do
local rid = tonumber(data.fightUnitList[i].unitId)
local position = tonumber(data.fightUnitList[i].position)
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local star = tonumber(data.fightUnitList[i].star)
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local skills = string.split(data.fightUnitList[i].unitSkillIds, "#")
local propertys = string.split(data.fightUnitList[i].property, "#")
local role = {
roleId = rid,
position = position,
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star = star,
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camp = 0,
type = 1,
quality = 0,
element = HeroConfig[rid].PropertyName,
professionId = HeroConfig[rid].Profession,
passivity = { },
property = { },
}
if skills[1] then
role.skill = this.GetSkillData(tonumber(skills[1]))
end
if skills[2] and skills[2] ~= "0" then
role.superSkill = this.GetSkillData(tonumber(skills[2]))
end
if #skills > 2 then
local passivityList = {}
for j = 3, #skills do
table.insert(passivityList, tonumber(skills[j]))
end
role.passivity = this.GetPassivityData(passivityList)
end
for j = 1, #propertys do
role.property[j] = tonumber(propertys[j])
end
fightData.playerData[i] = role
end
--Log("teamSkills:"..data.teamSkillList)
local teamSkills = string.split(data.teamSkillList, "|") --异妖位置1#技能id1|异妖位置2#技能id2|..
for i = 1, #teamSkills do
local s = string.split(teamSkills[i], "#")
fightData.playerData.teamSkill[i] = this.GetSkillData(tonumber(s[2]), tonumber(s[1]))
end
--Log("data.teamPassiveList:"..data.teamPassiveList)
local teamPassives = string.split(data.teamPassiveList, "|")
for i = 1, #teamPassives do
local s = string.split(teamPassives[i], "#")
local teamPassiveList = {}
for j = 1, #s do
teamPassiveList[j] = tonumber(s[j])
end
fightData.playerData.teamPassive[i] = this.GetPassivityData(teamPassiveList)
end
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-- 一些战斗外数据
fightData.playerData.outData = data.specialPassive
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LogRed(Language[10221]..data.specialPassive)
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for i = 1, #msg.fightData.monsterList do
local data2 = msg.fightData.monsterList[i]
fightData.enemyData[i] = { teamSkill = {}, teamPassive = {} }
for j = 1, #data2.fightUnitList do
local skills, propertys, role
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if not isFightPlayer then
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local monsterConfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, tonumber(data2.fightUnitList[j].unitId))
local position = tonumber(data2.fightUnitList[j].position)
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local star = tonumber(data2.fightUnitList[j].star)
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skills = string.split(data2.fightUnitList[j].unitSkillIds, "#")
propertys = string.split(data2.fightUnitList[j].property, "#")
role = {
roleId = monsterConfig.MonsterId,
monsterId = tonumber(data2.fightUnitList[j].unitId), --非战斗数据,仅用于显示怪物名称
position = position,
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star = star,
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camp = 1,
type = monsterConfig.Type,
quality = monsterConfig.Quality,
element = monsterConfig.PropertyName,
ai = monsterConfig.MonsterAi,
professionId = monsterConfig.Profession,
passivity = { },
property = { },
}
else
local rid = tonumber(data2.fightUnitList[j].unitId)
local position = tonumber(data2.fightUnitList[j].position)
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local star = tonumber(data2.fightUnitList[j].star)
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skills = string.split(data2.fightUnitList[j].unitSkillIds, "#")
propertys = string.split(data2.fightUnitList[j].property, "#")
role = {
roleId = rid,
position = position,
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star = star,
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camp = 1,
type = 1,
quality = 0,
element = HeroConfig[rid].PropertyName,
professionId = HeroConfig[rid].Profession,
passivity = { },
property = { },
}
end
if skills[1] then
role.skill = this.GetSkillData(tonumber(skills[1]))
end
if skills[2] and skills[2] ~= "0" then
role.superSkill = this.GetSkillData(tonumber(skills[2]))
end
if #skills > 2 then
local passivityList = {}
for k = 3, #skills do
table.insert(passivityList, tonumber(skills[k]))
end
role.passivity = this.GetPassivityData(passivityList)
end
for k = 1, #propertys do
role.property[k] = tonumber(propertys[k])
end
fightData.enemyData[i][j] = role
end
--Log("teamSkills2:"..data2.teamSkillList)
local teamSkills2 = string.split(data2.teamSkillList, "|") --异妖位置1#技能id1|异妖位置2#技能id2|..
for j = 1, #teamSkills2 do
local s = string.split(teamSkills2[j], "#")
fightData.enemyData[i].teamSkill[j] = this.GetSkillData(tonumber(s[2]), tonumber(s[1]))
end
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-- 一些战斗外数据
fightData.enemyData[i].outData = data2.specialPassive
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end
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local data = {
fightData = fightData,
fightSeed = msg.fightData.fightSeed,
fightType = msg.fightData.fightType,
maxRound = msg.fightData.fightMaxTime,
}
return data
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end
--获取战斗数据(战斗用)
function this.GetBattleData(formationId, monsterGroupId)
local fightData = {
playerData = { teamSkill = {}, teamPassive = {} },
enemyData = {},
}
local pokemonInfos = FormationManager.formationList[formationId].teamPokemonInfos
local teamHeroInfos = FormationManager.formationList[formationId].teamHeroInfos
for i = 1, #pokemonInfos do
Log(DiffMonsterManager.GetSinglePokemonSkillIdData(pokemonInfos[i].pokemonId))
fightData.playerData.teamSkill[i] = this.GetSkillData(DiffMonsterManager.GetSinglePokemonSkillIdData(pokemonInfos[i].pokemonId), pokemonInfos[i].position)
fightData.playerData.teamPassive[i] = this.GetPassivityData(DiffMonsterManager.GetSinglePokemonPassiveSkillIdData(pokemonInfos[i].pokemonId))
end
for i = 1, #teamHeroInfos do
local heroData = HeroManager.GetSingleHeroData(teamHeroInfos[i].heroId)
if heroData then
local role = {
roleId = heroData.id,
camp = 0,
type = 1,
quality = 0,
element = HeroConfig[heroData.id].PropertyName,
professionId = heroData.profession,
--skill = this.GetSkillData(1000112),
--superSkill = nil,
passivity = this.GetPassivityData(this.GetTalismanSkillData(heroData.dynamicId)),
}
if heroData.skillIdList[1] then
Log("skillId1" .. heroData.skillIdList[1].skillId)
role.skill = this.GetSkillData(heroData.skillIdList[1].skillId)
end
if heroData.skillIdList[2] then
Log("skillId2" .. heroData.skillIdList[2].skillId)
role.superSkill = this.GetSkillData(heroData.skillIdList[2].skillId)
end
local allPassiveSkillIds = HeroManager.GetHeroAllPassiveSkillIds(heroData)
if allPassiveSkillIds then
role.passivity = this.GetPassivityData(allPassiveSkillIds)
end
-- if heroData.passiveSkillList[2] then
-- Log("skillIdPassive2" .. heroData.passiveSkillList[2].skillId)
-- local skillPL = this.GetPassivityData({heroData.passiveSkillList[2].skillId})
-- for i=1, #skillPL do
-- table.insert(role.passivity, skillPL[i])
-- end
-- end
role.property = HeroManager.CalculateWarAllProVal(heroData.dynamicId)
fightData.playerData[i] = role
end
end
local Contents = MonsterGroup[monsterGroupId].Contents
for i = 1, #Contents do
local enemyList = { teamSkill = {}, teamPassive = {} }
for j = 1, #Contents[i] do
enemyList[j] = this.GetMonsterData(Contents[i][j])
end
fightData.enemyData[i] = enemyList
end
return fightData
end
-- 获取我数据
function this.GetBattlePlayerData(fId)
fId = fId or 1 -- 默认主线编队
local playerData = { teamSkill = {}, teamPassive = {} }
-- local pokemonInfos = FormationManager.formationList[formationId].teamPokemonInfos
-- for i = 1, #pokemonInfos do
-- Log(DiffMonsterManager.GetSinglePokemonSkillIdData(pokemonInfos[i].pokemonId))
-- fightData.playerData.teamSkill[i] = this.GetSkillData(DiffMonsterManager.GetSinglePokemonSkillIdData(pokemonInfos[i].pokemonId), pokemonInfos[i].position)
-- fightData.playerData.teamPassive[i] = this.GetPassivityData(DiffMonsterManager.GetSinglePokemonPassiveSkillIdData(pokemonInfos[i].pokemonId))
-- end
local teamHeroInfos = FormationManager.formationList[fId].teamHeroInfos
for i = 1, #teamHeroInfos do
local teamData = teamHeroInfos[i]
local heroData = HeroManager.GetSingleHeroData(teamData.heroId)
if heroData then
local role = {
roleId = heroData.id,
position = teamData.position,
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star = heroData.star,
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camp = 0,
type = 1,
quality = 0,
element = HeroConfig[heroData.id].PropertyName,
professionId = heroData.profession,
}
if heroData.skillIdList[1] then
role.skill = this.GetSkillData(heroData.skillIdList[1].skillId)
end
if heroData.skillIdList[2] then
role.superSkill = this.GetSkillData(heroData.skillIdList[2].skillId)
end
local allPassiveSkillIds = HeroManager.GetHeroAllPassiveSkillIds(heroData)
if allPassiveSkillIds then
role.passivity = this.GetPassivityData(allPassiveSkillIds)
end
role.property = HeroManager.CalculateWarAllProVal(heroData.dynamicId)
--
table.insert(playerData, role)
end
end
return playerData
end
-- 根据怪物组数据
function this.GetBattleEnemyData(gId)
-- body
local enemyData = {}
local Contents = MonsterGroup[gId].Contents
for i = 1, #Contents do
local enemyList = { teamSkill = {}, teamPassive = {} }
for j = 1, #Contents[i] do
if Contents[i][j] ~= 0 then
local data = this.GetMonsterData(Contents[i][j])
data.position = j
table.insert(enemyList, data)
end
end
enemyData[i] = enemyList
end
return enemyData
end
--获取单个英雄装备被动技能list
--function this.GetSingHeroAllEquipSkillListData(_heroId)
-- local allEquipSkillList = {}
-- local curHeroData = HeroManager.GetSingleHeroData(_heroId)
-- if curHeroData then
-- for i = 1, #curHeroData.equipIdList do
-- local curEquip = EquipManager.equipDatas[curHeroData.equipIdList[i]]
-- if curEquip then
-- if curEquip.skillId and curEquip.skillId > 0 then
-- table.insert(allEquipSkillList, curEquip.skillId)
-- end
-- end
-- end
-- end
-- return allEquipSkillList
--end
--获取单个英雄法宝被动技能list
function this.GetTalismanSkillData(_heroId)
local allTalismanSkillList = {}
local curHeroData = HeroManager.GetSingleHeroData(_heroId)
if curHeroData then
for i = 1, #curHeroData.talismanList do
local curTalisman = TalismanManager.GetSingleTalismanData(curHeroData.talismanList[i])
if curTalisman then
local talismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman.backData.equipId,"Level",curTalisman.star)
if talismanConFig then
for j = 1, #talismanConFig.OpenSkillRules do
table.insert(allTalismanSkillList, talismanConFig.OpenSkillRules[j])
end
end
end
end
end
return allTalismanSkillList
end
-- 获取技能表现
local _CombatList = {}
function this.GetSkillCombat(id)
if not _CombatList[id] then
local combat = CombatControl[id]
if not combat then return end
_CombatList[id] = {
Id = combat.Id,
SkillType = combat.SkillType,
VerticalDrawing = combat.VerticalDrawing,
KeyFrame = combat.KeyFrame,
Eterm = combat.Eterm,
ShockScreen = combat.ShockScreen,
Bullet = combat.Bullet,
BulletTime = combat.BulletTime,
Hit = combat.Hit,
Offset = combat.Offset,
skillname = combat.skillname,
}
end
return _CombatList[id]
end
function this.SetSkillCombat(id, combat)
_CombatList[id] = combat
end
----- 战斗控制相关 ------------------
-- 是否解锁二倍速
function this.IsUnlockBattleSpeed()
return PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.DoubleTimesFight)
end
-- 是否解锁跳过功能
function this.IsUnlockBattlePass()
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return false
-- return PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.SkipFight or PRIVILEGE_TYPE.ExitFight)
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end
-- 战斗暂停控制
this.IsPlay = 0
function this.StartBattle()
if this.IsPlay == 0 then
this.IsPlay = 1
end
end
function this.IsBattlePlaying()
return this.IsPlay == 1
end
function this.PauseBattle()
if this.IsPlay == 1 then
this.IsPlay = 2
end
end
function this.ResumeBattle()
if this.IsPlay == 2 then
this.IsPlay = 1
end
end
function this.StopBattle()
this.IsPlay = 0
end
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function this.IsCanOperate()
return this.IsPlay ~= 0
end
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-- 战斗加速控制
BATTLE_TIME_SCALE_ZERO = 0
BATTLE_TIME_SCALE_ONE= 1.1
BATTLE_TIME_SCALE_TWO = 2
this.TimeScale = 0
function this.InitTimeScale()
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this.TimeScale = 0
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local _TimeScale = PlayerPrefs.GetFloat("battleTimeScaleKey", BATTLE_TIME_SCALE_ONE)
this.SetTimeScale(_TimeScale)
end
function this.GetTimeScale()
return this.TimeScale
end
function this.SetTimeScale(TimeScale)
--
if TimeScale < 0 or not this.IsUnlockBattleSpeed() then--or this.IsFirstBattle()then
TimeScale = BATTLE_TIME_SCALE_ONE
end
--
if TimeScale > BATTLE_TIME_SCALE_TWO then
TimeScale = BATTLE_TIME_SCALE_TWO
end
if this.TimeScale ~= TimeScale then
this.TimeScale = TimeScale
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PlayerPrefs.SetFloat("battleTimeScaleKey", this.TimeScale)
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-- 刷新前端显示
Game.GlobalEvent:DispatchEvent(GameEvent.Battle.OnTimeScaleChanged)
-- 真正生效的敌方
Time.timeScale = TimeScale
end
end
-- 获取战斗界面层级
function this.GetBattleSorting()
if UIManager.IsOpen(UIName.BattlePanel) then
return BattlePanel.sortingOrder
end
if UIManager.IsOpen(UIName.BattleTestPanel) then
return BattleTestPanel.sortingOrder
end
end
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-- 获取战斗背景
local bgConfig = {
[1] = "r_zhandou_changjing017",
[2] = "r_zhandou_changjing016",
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[3] = "r_zhandou_changjing017",
[1001] = "r_zhandou_changjing018",
[1002] = "r_zhandou_changjing019",
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}
function this.GetBattleBg(fightType)
if fightType == BATTLE_TYPE.STORY_FIGHT then
local curChapter = FightPointPassManager.GetCurChapterIndex()
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local index = math.floor((curChapter + 1) % 3 + 1)
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return bgConfig[index]
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elseif fightType == BATTLE_TYPE.BACK then
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return bgConfig[1001]
elseif fightType == BATTLE_TYPE.EXECUTE_FIGHT then
return bgConfig[1002]
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else
return bgConfig[1]
end
end
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return this