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

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BattleLogic = {}
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local floor = math.floor
local min = math.min
-- local objList = BattleDictionary.New()
local removeObjList = BattleList.New()
local MaxRound = 20
local CurRound = 0
local CurCamp = 0
local CurSkillPos = {}
local PosList = {}
local curFrame
BattleLogic.Type = 0 --1 故事副本 2 地图探索 3 竞技场 4 秘境boss 5 解锁秘境 6 公会战 7 血战 8 兽潮 9巅峰战
BattleLogic.IsEnd = false
BattleLogic.Result = -1
BattleLogic.Event = BattleEvent.New()
BattleLogic.BuffMgr = BuffManager.New()
local _IsDebug
local fightData
local record
local userData
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--是否开启战斗日志
BattleLogic.IsOpenBattleRecord = false
--逻辑帧频
BattleLogic.GameFrameRate = 30
BattleLogic.GameDeltaTime = 1 / BattleLogic.GameFrameRate
--总波次
BattleLogic.TotalOrder = 0
--当前波次
BattleLogic.CurOrder = 0
local actionPool = BattleObjectPool.New(function ()
return { 0, 0 }
end)
local skillPool = BattleObjectPool.New(function ()
return Skill:New()
end)
local tbActionList = BattleList.New()
local rolePool = BattleObjectPool.New(function ()
return RoleLogic.New()
end)
function BattleLogic.Init(data, _userData, maxRound)
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if BattleLogic.IsOpenBattleRecord then
record = {}
end
fightData = data
userData = _userData
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BattleLogic.CurOrder = 0
BattleLogic.TotalOrder = #data.enemyData
BattleLogic.Clear()
curFrame = 0
CurRound = 0
MaxRound = maxRound or 20
_IsDebug = false
BattleLogic.Event:ClearEvent()
BattleLogic.BuffMgr:Init()
BattleLogic.IsEnd = false
BattleLogic.Result = -1
RoleManager.Init()
SkillManager.Init()
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OutDataManager.Init(fightData)
PassiveManager.Init()
BattleLogManager.Init(fightData, userData)
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end
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-- 检测先手阵营
function BattleLogic.CheckFirstCamp()
-- 默认我方先手
BattleLogic.FirstCamp = 0
-- 数据不存在时,兼容老战斗数据
if not fightData.playerData.firstCamp and not fightData.enemyData[BattleLogic.CurOrder].firstCamp then
return
end
-- 敌方先手
if fightData.playerData.firstCamp == 0 and fightData.enemyData[BattleLogic.CurOrder].firstCamp == 1 then
BattleLogic.FirstCamp = 1
end
end
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function BattleLogic.StartOrder()
--
BattleLogic.CurOrder = BattleLogic.CurOrder + 1
if BattleLogic.CurOrder == 1 then
local playerData = fightData.playerData
local enemyData = fightData.enemyData[BattleLogic.CurOrder]
for i=1, #playerData do
RoleManager.AddRole(playerData[i], playerData[i].position)
end
for i=1, #enemyData do
RoleManager.AddRole(enemyData[i], enemyData[i].position)
end
else
RoleManager.ClearEnemy()
local orderList = fightData.enemyData[BattleLogic.CurOrder]
for i=1, #orderList do
RoleManager.AddRole(orderList[i], orderList[i].position)
end
end
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-- 检测先后手
BattleLogic.CheckFirstCamp()
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-- 开始战斗,延时一帧执行,避免战斗还没开始就释放了技能
BattleLogic.TurnRoundNextFrame()
end
-- 获取当前轮数
function BattleLogic.GetCurRound()
-- body
return CurRound, MaxRound
end
-- 获取当前轮次信息
function BattleLogic.GetCurTurn()
-- body
return CurCamp, CurSkillPos[CurCamp]
end
-- 设置是否是debug
function BattleLogic.SetIsDebug(isDebug)
_IsDebug = isDebug
end
function BattleLogic.GetIsDebug()
return _IsDebug
end
-- 下一帧开始下一轮
local _TurnRoundFlag = 0
function BattleLogic.TurnRoundNextFrame()
_TurnRoundFlag = 0
end
-- 检测是否要轮转
function BattleLogic.CheckTurnRound()
if _TurnRoundFlag == 2 then
return
end
_TurnRoundFlag = _TurnRoundFlag + 1
if _TurnRoundFlag == 2 then
BattleLogic.TurnRound()
end
end
-- 开始轮转
-- debugTurn 用于判断是否是debug轮转的参数
function BattleLogic.TurnRound(debugTurn)
if BattleLogic.GetIsDebug() and not debugTurn then
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LogGreen(Language[10227])
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LogBlue("-------------")
BattleLogic.Event:DispatchEvent(BattleEventName.DebugStop)
return
end
-- 第一次进入 或者 本轮结束 初始化流程状态
if CurRound == 0 or (CurSkillPos[0] == 6 and CurSkillPos[1] == 6) then
CurRound = CurRound + 1
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CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
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CurSkillPos[0] = 0
CurSkillPos[1] = 0
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LogGreen(Language[10228]..CurRound)
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--
BattleLogManager.Log(
"Round Change",
"round", CurRound
)
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-- 轮数变化
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundChange, CurRound)
else
-- 切换阵营
CurCamp = (CurCamp + 1) % 2
end
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LogGreen(Language[10229]..CurCamp)
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--
BattleLogManager.Log(
"Camp Change",
"camp", CurCamp
)
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-- 当前阵营下一释放技能的位置
local cpos = CurSkillPos[CurCamp] + 1
-- 找到下一个释放技能的人
local SkillRole
for p = cpos, 6 do
-- 保存当前位置
CurSkillPos[CurCamp] = p
-- 自己阵营中的位置 + 自己阵营的ID * 6 = 自己在PosList中的位置
local role = RoleManager.GetRole(CurCamp, p) --PosList[p + (CurCamp * 6)]
if role and not role:IsRealDead() then
SkillRole = role
break
end
-- 如果当前位置不能释放技能也需要走buff轮转
BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
end
-- 如果找不到下一个人,直接交换阵营
if not SkillRole then
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LogGreen(Language[10230])
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BattleLogManager.Log( "No Skill Position" )
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BattleLogic.TurnRoundNextFrame()
return
end
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LogGreen(Language[10231]..CurSkillPos[CurCamp])
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--
BattleLogManager.Log(
"Position Change",
"position", CurSkillPos[CurCamp]
)
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-- buff计算
BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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-- 如果角色无法释放技能
if not SkillRole:IsAvailable() -- 角色不能释放技能
or (SkillRole:IsDead() and not BattleLogic.BuffMgr:HasBuff(SkillRole,BuffName.NoDead)) --将死但没有不死buff
then
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BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
BattleLogic.TurnRoundNextFrame() -- 下一个
return
end
-- 行动
SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
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-- BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
-- BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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-- 释放技能后,递归交换阵营
SkillRole:CastSkill(function()
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 行动结束
BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 开始行动
BattleLogic.TurnRoundNextFrame()
end)
end
function BattleLogic.WaitForTrigger(delayTime, action)
delayTime = BattleUtil.ErrorCorrection(delayTime)
local delayFrame = floor(delayTime * BattleLogic.GameFrameRate + 0.5)
if delayFrame == 0 then --0延迟的回调直接调用
action()
return
end
local item = actionPool:Get()
item[1] = curFrame + delayFrame
item[2] = action
tbActionList:Add(item)
end
function BattleLogic.CurFrame()
return curFrame
end
function BattleLogic.Update()
curFrame = curFrame + 1
local roleResult = RoleManager.GetResult()
if roleResult == 0 then
BattleLogic.BattleEnd(0)
return
end
if CurRound > MaxRound then
BattleLogic.BattleEnd(0)
return
end
if roleResult == 1 then
if BattleLogic.CurOrder == BattleLogic.TotalOrder then
BattleLogic.BattleEnd(1)
else
BattleLogic.Event:DispatchEvent(BattleEventName.BattleOrderChange, BattleLogic.CurOrder + 1)
BattleLogic.StartOrder()
end
end
-- 检测帧事件技能命中伤害计算buff生成
local index = 1
while index <= tbActionList.size do
local action = tbActionList.buffer[index]
if action[1] <= curFrame then
action[2]()
actionPool:Put(action)
tbActionList:Remove(index)
else
index = index + 1
end
end
-- 检测buff
BattleLogic.BuffMgr:Update()
---
-- 检测角色状态
RoleManager.Update()
-- 检测死亡
if RoleManager.CheckDead() then -- 单独用一帧执行死亡
return
end
-- 检测复活
if RoleManager.CheckRelive() then -- 单独用一帧执行复活
return
end
-- 检测技能释放
-- 检测轮转
BattleLogic.CheckTurnRound()
-- 技能
SkillManager.Update()
end
-- 战斗结束
function BattleLogic.BattleEnd(result)
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--
BattleLogic.Event:DispatchEvent(BattleEventName.BeforeBattleEnd, result)
--
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BattleLogic.IsEnd = true
BattleLogic.Result = result
BattleLogic.Event:DispatchEvent(BattleEventName.BattleEnd, result)
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-- 战斗日志写入
if not BattleLogic.GetIsDebug() then
BattleLogManager.WriteFile()
end
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end
--
function BattleLogic.Clear()
-- 清空角色
RoleManager.Clear()
-- 清空事件
while tbActionList.size > 0 do
actionPool:Put(tbActionList.buffer[tbActionList.size])
tbActionList:Remove(tbActionList.size)
end
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end