战斗逻辑同步
parent
c3cce0b06e
commit
541b4fc271
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@ -2118,7 +2118,7 @@ local effectList = {
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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caster:AddBuff(Buff.Create(caster, BuffName.PropertyChange, 0, BattlePropList[pro1], f2, ct))
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caster:AddBuff(Buff.Create(caster, BuffName.PropertyChange, 0, BattlePropList[pro1], f2, ct))
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end
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end
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end
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end
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@ -1479,9 +1479,12 @@ local passivityList = {
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[78] = function(role, args)
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[78] = function(role, args)
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local pro = args[1]
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local pro = args[1]
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local f1 = args[2]
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local f1 = args[2]
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LogBattle("开始治疗")
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local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro])))
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--这里加一个延时,防止执行时显示层还没有初始化,从而没有表现
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BattleUtil.CalTreat(role, role, val)
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BattleLogic.WaitForTrigger(0.05, function()
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local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role, role, val)
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end)
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end,
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end,
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--战斗结束时,为自身回复[a]*[b]的血量。
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--战斗结束时,为自身回复[a]*[b]的血量。
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--a[属性],b[float]
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--a[属性],b[float]
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@ -1563,7 +1566,7 @@ local passivityList = {
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-- buff.cover = true -- 可以叠加
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-- buff.cover = true -- 可以叠加
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-- buff.clear = false -- 不可驱散
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-- buff.clear = false -- 不可驱散
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-- role:AddBuff(buff)
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-- role:AddBuff(buff)
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if skill and not skill.isAdd and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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if skill and not skill.isAdd and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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role:AddRage(i1, CountTypeName.Add)
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role:AddRage(i1, CountTypeName.Add)
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end
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end
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end
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end
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@ -1782,7 +1785,7 @@ local passivityList = {
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local ct = args[3]
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local ct = args[3]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(defRole)
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local onRoleHit = function(defRole)
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if defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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if defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
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local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
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-- buff.cover = true
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-- buff.cover = true
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role:AddBuff(buff)
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role:AddBuff(buff)
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@ -1990,7 +1993,7 @@ local passivityList = {
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local i1 = args[1]
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local i1 = args[1]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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for i = 1, i1 do
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for i = 1, i1 do
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role:AddSkill(BattleSkillType.Normal, false, true, nil)
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role:AddSkill(BattleSkillType.Normal, false, true, nil)
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end
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end
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@ -2036,7 +2039,7 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
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local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
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BattleUtil.CalTreat(role, role, treat)
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BattleUtil.CalTreat(role, role, treat)
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end
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end
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@ -2225,7 +2228,7 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
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local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
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role:AddBuff(buff)
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role:AddBuff(buff)
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end
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end
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@ -2380,7 +2383,7 @@ local passivityList = {
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-- 击杀数量累加
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-- 击杀数量累加
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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if skill and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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killNum = killNum + 1
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killNum = killNum + 1
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end
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end
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end
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end
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@ -2518,7 +2521,8 @@ local passivityList = {
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if skill.type == BattleSkillType.Special then
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if skill.type == BattleSkillType.Special then
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local list = skill:GetDirectTargetsNoMiss()
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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if list then
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1))
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
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LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv)
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for _, r in ipairs(list) do
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for _, r in ipairs(list) do
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local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
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local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
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auraBuff.interval = 1
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auraBuff.interval = 1
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@ -2541,7 +2545,8 @@ local passivityList = {
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if skill.type == BattleSkillType.Normal then
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if skill.type == BattleSkillType.Normal then
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local list = skill:GetDirectTargetsNoMiss()
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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if list then
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1))
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
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LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv)
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for _, r in ipairs(list) do
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for _, r in ipairs(list) do
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local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
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local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
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auraBuff.interval = 1
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auraBuff.interval = 1
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@ -2760,7 +2765,7 @@ local passivityList = {
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local dot = args[1]
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local dot = args[1]
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local f1 = args[2]
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local f1 = args[2]
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local function onHit(target)
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local function onHit(target)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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local maxHp = role:GetRoleData(RoleDataName.MaxHp)
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local maxHp = role:GetRoleData(RoleDataName.MaxHp)
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local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
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local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
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BattleUtil.ApplyTreat(role, role, value)
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BattleUtil.ApplyTreat(role, role, value)
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@ -2852,13 +2857,16 @@ local passivityList = {
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local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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if skill and skill.type == BattleSkillType.Normal and not defRole:IsDead() then
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if skill and skill.type == BattleSkillType.Normal and not defRole:IsDead() then
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if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
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if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
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local isBoss=BattleUtil.CheckIsBoss(defRole)
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if isBoss then
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return
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end
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-- 检测被动技能对秒杀参数得影响
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-- 检测被动技能对秒杀参数得影响
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local bf, kf = BattleUtil.CheckSeckill(f1, f2, role, defRole)
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local bf, kf = BattleUtil.CheckSeckill(f1, f2, role, defRole)
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--
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--
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local ft = defRole:GetRoleData(RoleDataName.Hp)/defRole:GetRoleData(RoleDataName.MaxHp)
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local ft = defRole:GetRoleData(RoleDataName.Hp)/defRole:GetRoleData(RoleDataName.MaxHp)
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if ft < bf then
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if ft < bf then
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BattleUtil.RandomAction(kf, function()
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BattleUtil.RandomAction(kf, function()
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-- 秒杀
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BattleUtil.Seckill(skill, role, defRole)
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BattleUtil.Seckill(skill, role, defRole)
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end)
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end)
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end
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end
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@ -2895,7 +2903,7 @@ local passivityList = {
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local i1 = args[1]
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local i1 = args[1]
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local onHit = function(target, damage, bCrit, finalDmg)
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local onHit = function(target, damage, bCrit, finalDmg)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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role:AddRage(i1, CountTypeName.Add)
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role:AddRage(i1, CountTypeName.Add)
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end
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end
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end
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end
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@ -3239,7 +3247,7 @@ local passivityList = {
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local dt = args[2]
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local dt = args[2]
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-- 直接伤害后
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-- 直接伤害后
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isAdd and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if skill and not skill.isAdd and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
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local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
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BattleUtil.SortByHpFactor(list, 1)
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BattleUtil.SortByHpFactor(list, 1)
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local index = 0
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local index = 0
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@ -3511,7 +3519,7 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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local target = RoleManager.GetAliveAggro(role)
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local target = RoleManager.GetAliveAggro(role)
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BattleUtil.CalDamage(nil, role, target, 1, f1)
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BattleUtil.CalDamage(nil, role, target, 1, f1)
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end
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end
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@ -3804,7 +3812,7 @@ local passivityList = {
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[197] = function(role, args)
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[197] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and skill.type == BattleSkillType.Special and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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if skill and skill.type == BattleSkillType.Special and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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BattleUtil.RandomAction(f1, function()
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BattleUtil.RandomAction(f1, function()
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role:AddRage(target.Rage, CountTypeName.Add)
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role:AddRage(target.Rage, CountTypeName.Add)
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end)
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end)
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@ -3889,6 +3897,10 @@ local passivityList = {
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role:AddRage(i1, CountTypeName.Add)
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role:AddRage(i1, CountTypeName.Add)
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local function onPassiveSeckill(func)
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local function onPassiveSeckill(func)
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local isBoss=BattleUtil.CheckIsBoss(defRole)
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if isBoss then
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return
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end
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if func then func(f1, CountTypeName.Cover) end
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if func then func(f1, CountTypeName.Cover) end
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end
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end
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role.Event:AddEvent(BattleEventName.PassiveSeckill, onPassiveSeckill)
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role.Event:AddEvent(BattleEventName.PassiveSeckill, onPassiveSeckill)
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end
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end
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end
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end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
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-- 秒杀概率无法复活
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-- 秒杀概率无法复活
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local function onSecKill(target)
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local function onSecKill(target)
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BattleUtil.RandomAction(f3, function()
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BattleUtil.RandomAction(f3, function()
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end)
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end)
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end
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end
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role.Event:AddEvent(BattleEventName.Seckill, onSecKill)
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role.Event:AddEvent(BattleEventName.Seckill, onSecKill)
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end,
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end,
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@ -4264,7 +4272,11 @@ local passivityList = {
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if das > hp then -- 护盾后伤害值依然致死
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if das > hp then -- 护盾后伤害值依然致死
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dd = dd - das + hp - 1
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dd = dd - das + hp - 1
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end
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end
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BattleUtil.ApplyDamage(nil, role, r, dd)
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--boss 免疫生命百分比伤害
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local isBoss=BattleUtil.CheckIsBoss(r)
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if not isBoss then
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BattleUtil.ApplyDamage(nil, role, r, dd)
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end
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--概率控制
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--概率控制
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BattleUtil.RandomControl(f2, ctrl, role, r, i2)
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BattleUtil.RandomControl(f2, ctrl, role, r, i2)
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end
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end
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local f1 = args[1]
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local f1 = args[1]
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--
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--
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local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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local isBoss=BattleUtil.CheckIsBoss(defRole)
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if isBoss then
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return
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end
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if skill and not defRole:IsDead() then
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if skill and not defRole:IsDead() then
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-- 检测被动技能对秒杀参数得影响
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-- 检测被动技能对秒杀参数得影响
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local bf, kf = BattleUtil.CheckSeckill(f1, 0, role, defRole)
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local bf, kf = BattleUtil.CheckSeckill(f1, 0, role, defRole)
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local onSkillEnd = function(skill)
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local onSkillEnd = function(skill)
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if skill and skill.type == BattleSkillType.Special then
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if skill and skill.type == BattleSkillType.Special then
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BattleUtil.RandomAction(f1, function()
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BattleUtil.RandomAction(f1, function()
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BattleLogic.WaitForTrigger(0.1, function()
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role:InsertExtraSkill(f2,f3)
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role:InsertExtraSkill(f2,f3)
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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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@ -4750,17 +4764,20 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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local f2=args[2]
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local f2=args[2]
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
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-- local target = RoleManager.GetAliveAggro(role)
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-- local target = RoleManager.GetAliveAggro(role)
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--BattleUtil.CalDamage(nil, role, target, 1, f1)
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--BattleUtil.CalDamage(nil, role, target, 1, f1)
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--加一个延时操作,防止有的英雄有死亡后再释放一次技能的被动 by:王振兴
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--加一个延时操作,防止有的英雄有死亡后再释放一次技能的被动 by:王振兴
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BattleLogic.WaitForTrigger(1, function()
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role:InsertExtraSkill(f1,f2)
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role:InsertExtraSkill(f1,f2)
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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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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
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end,
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end,
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--怪物的身份表份标识 挂上这个效果就会变成参数对应的类型
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[244] = function(role, args)
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local f1 = args[1]
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role.data.enemyType=f1
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BattleUtil.CheckIsBoss(role)
|
||||||
|
end,
|
||||||
}
|
}
|
||||||
return passivityList
|
return passivityList
|
|
@ -1,6 +1,19 @@
|
||||||
BattleLogManager = {}
|
BattleLogManager = {}
|
||||||
local this = BattleLogManager
|
local this = BattleLogManager
|
||||||
local isLog = false and AppConst.platform == "EDITOR"
|
local isEditor = AppConst and AppConst.Platform == "EDITOR"
|
||||||
|
|
||||||
|
local isDebug = false
|
||||||
|
function LogBattle(str)
|
||||||
|
if isDebug then
|
||||||
|
if isEditor then
|
||||||
|
LogGreen(str)
|
||||||
|
else
|
||||||
|
print(str)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local isLog = true or isEditor
|
||||||
|
|
||||||
local function pairsByKeys(t)
|
local function pairsByKeys(t)
|
||||||
local a = {}
|
local a = {}
|
||||||
|
@ -93,6 +106,8 @@ function this.Log(...)
|
||||||
log = log .. string.format("%s = %s, ", key, value)
|
log = log .. string.format("%s = %s, ", key, value)
|
||||||
end
|
end
|
||||||
table.insert(this.logList, log)
|
table.insert(this.logList, log)
|
||||||
|
-- 打印一下
|
||||||
|
LogBattle(log)
|
||||||
end
|
end
|
||||||
|
|
||||||
function this.WriteFile()
|
function this.WriteFile()
|
||||||
|
@ -108,17 +123,17 @@ function this.WriteFile()
|
||||||
local platform
|
local platform
|
||||||
-- linux
|
-- linux
|
||||||
if not file then
|
if not file then
|
||||||
file = io.open("../luafight/BattleRecord/log-"..(this.userId or time)..".txt", "a")
|
file = io.open("../luafight/BattleRecord/log-"..(this.userId or time)..".txt", "w")
|
||||||
platform = "Linux"
|
platform = "Linux"
|
||||||
end
|
end
|
||||||
-- local window server
|
-- local window server
|
||||||
if not file then
|
if not file then
|
||||||
file = io.open("luafight/BattleRecord/log-"..(this.userId or time)..".txt", "a")
|
file = io.open("luafight/BattleRecord/log-"..(this.userId or time)..".txt", "w")
|
||||||
platform = "Local Windows Server"
|
platform = "Local Windows Server"
|
||||||
end
|
end
|
||||||
-- local
|
-- local
|
||||||
if not file then
|
if not file then
|
||||||
file = io.open("BattleRecord/log-"..(this.userId or time)..".txt", "a")
|
file = io.open("BattleRecord/log-"..(this.userId or time)..".txt", "w")
|
||||||
platform = "Local"
|
platform = "Local"
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -1,30 +1,27 @@
|
||||||
BattleLogic = {}
|
BattleLogic = {}
|
||||||
|
|
||||||
local floor = math.floor
|
local floor = math.floor
|
||||||
local min = math.min
|
local min = math.min
|
||||||
-- local objList = BattleDictionary.New()
|
-- local objList = BattleDictionary.New()
|
||||||
local removeObjList = BattleList.New()
|
local removeObjList = BattleList.New()
|
||||||
|
|
||||||
local MaxRound = 20
|
local MaxRound = 20
|
||||||
local CurRound = 0
|
local CurRound = 0
|
||||||
local CurCamp = 0
|
local CurCamp = 0
|
||||||
local CurSkillPos = {}
|
local CurSkillPos = {}
|
||||||
local PosList = {}
|
local PosList = {}
|
||||||
|
|
||||||
local curFrame
|
local curFrame
|
||||||
|
BattleLogic.Type = -1 -- 0 切磋 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.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.IsEnd = false
|
||||||
BattleLogic.Result = -1
|
BattleLogic.Result = -1
|
||||||
BattleLogic.Event = BattleEvent.New()
|
BattleLogic.Event = BattleEvent.New()
|
||||||
BattleLogic.BuffMgr = BuffManager.New()
|
BattleLogic.BuffMgr = BuffManager.New()
|
||||||
|
|
||||||
local _IsDebug
|
local _IsDebug
|
||||||
|
|
||||||
local fightData
|
local fightData
|
||||||
local record
|
local record
|
||||||
local userData
|
local userData
|
||||||
|
--所有英雄伤害和治疗
|
||||||
|
local allHeroDamage=0
|
||||||
|
--所有怪的伤害和治疗
|
||||||
|
local allEnemyDamage=0
|
||||||
--是否开启战斗日志
|
--是否开启战斗日志
|
||||||
BattleLogic.IsOpenBattleRecord = false
|
BattleLogic.IsOpenBattleRecord = false
|
||||||
--逻辑帧频
|
--逻辑帧频
|
||||||
|
@ -34,8 +31,6 @@ BattleLogic.GameDeltaTime = 1 / BattleLogic.GameFrameRate
|
||||||
BattleLogic.TotalOrder = 0
|
BattleLogic.TotalOrder = 0
|
||||||
--当前波次
|
--当前波次
|
||||||
BattleLogic.CurOrder = 0
|
BattleLogic.CurOrder = 0
|
||||||
|
|
||||||
|
|
||||||
local actionPool = BattleObjectPool.New(function ()
|
local actionPool = BattleObjectPool.New(function ()
|
||||||
return { 0, 0 }
|
return { 0, 0 }
|
||||||
end)
|
end)
|
||||||
|
@ -65,7 +60,8 @@ function BattleLogic.Init(data, _userData, maxRound)
|
||||||
|
|
||||||
CurRound = 0
|
CurRound = 0
|
||||||
MaxRound = maxRound or 20
|
MaxRound = maxRound or 20
|
||||||
|
allHeroDamage= 0
|
||||||
|
allEnemyDamage= 0
|
||||||
_IsDebug = false
|
_IsDebug = false
|
||||||
|
|
||||||
BattleLogic.Event:ClearEvent()
|
BattleLogic.Event:ClearEvent()
|
||||||
|
@ -78,8 +74,31 @@ function BattleLogic.Init(data, _userData, maxRound)
|
||||||
OutDataManager.Init(fightData)
|
OutDataManager.Init(fightData)
|
||||||
PassiveManager.Init()
|
PassiveManager.Init()
|
||||||
BattleLogManager.Init(fightData, userData)
|
BattleLogManager.Init(fightData, userData)
|
||||||
end
|
|
||||||
|
|
||||||
|
--监听英雄受到治疗
|
||||||
|
BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
|
||||||
|
if castRole.camp==0 then
|
||||||
|
LogBattle("我方 英雄治疗"..treat)
|
||||||
|
allHeroDamage=allHeroDamage+treat
|
||||||
|
else
|
||||||
|
LogBattle("敌方 英雄治疗"..treat)
|
||||||
|
allEnemyDamage=allEnemyDamage+treat
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
--监听英雄受到攻击
|
||||||
|
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType)
|
||||||
|
--我方阵营总攻击
|
||||||
|
if atkRole.camp==0 then
|
||||||
|
allHeroDamage=allHeroDamage+damage
|
||||||
|
LogBattle("我方 英雄攻击"..damage)
|
||||||
|
--敌方阵营
|
||||||
|
else
|
||||||
|
allEnemyDamage=allEnemyDamage+damage
|
||||||
|
LogBattle("敌方 英雄攻击"..damage)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
end
|
||||||
-- 检测先手阵营
|
-- 检测先手阵营
|
||||||
function BattleLogic.CheckFirstCamp()
|
function BattleLogic.CheckFirstCamp()
|
||||||
-- 默认我方先手
|
-- 默认我方先手
|
||||||
|
@ -161,8 +180,7 @@ end
|
||||||
-- debugTurn 用于判断是否是debug轮转的参数
|
-- debugTurn 用于判断是否是debug轮转的参数
|
||||||
function BattleLogic.TurnRound(debugTurn)
|
function BattleLogic.TurnRound(debugTurn)
|
||||||
if BattleLogic.GetIsDebug() and not debugTurn then
|
if BattleLogic.GetIsDebug() and not debugTurn then
|
||||||
LogGreen(Language[10227])
|
LogBattle("-------------")
|
||||||
LogBlue("-------------")
|
|
||||||
BattleLogic.Event:DispatchEvent(BattleEventName.DebugStop)
|
BattleLogic.Event:DispatchEvent(BattleEventName.DebugStop)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
@ -172,7 +190,6 @@ function BattleLogic.TurnRound(debugTurn)
|
||||||
CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
|
CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
|
||||||
CurSkillPos[0] = 0
|
CurSkillPos[0] = 0
|
||||||
CurSkillPos[1] = 0
|
CurSkillPos[1] = 0
|
||||||
LogGreen(Language[10228]..CurRound)
|
|
||||||
--
|
--
|
||||||
BattleLogManager.Log(
|
BattleLogManager.Log(
|
||||||
"Round Change",
|
"Round Change",
|
||||||
|
@ -190,8 +207,6 @@ function BattleLogic.TurnRound(debugTurn)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
LogGreen(Language[10229]..CurCamp)
|
|
||||||
--
|
--
|
||||||
BattleLogManager.Log(
|
BattleLogManager.Log(
|
||||||
"Camp Change",
|
"Camp Change",
|
||||||
|
@ -220,13 +235,11 @@ function BattleLogic.TurnRound(debugTurn)
|
||||||
end
|
end
|
||||||
-- 如果找不到下一个人,直接交换阵营
|
-- 如果找不到下一个人,直接交换阵营
|
||||||
if not SkillRole then
|
if not SkillRole then
|
||||||
LogGreen(Language[10230])
|
|
||||||
BattleLogManager.Log( "No Skill Position" )
|
BattleLogManager.Log( "No Skill Position" )
|
||||||
BattleLogic.TurnRoundNextFrame()
|
BattleLogic.TurnRoundNextFrame()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
LogGreen(Language[10231]..CurSkillPos[CurCamp])
|
|
||||||
--
|
--
|
||||||
BattleLogManager.Log(
|
BattleLogManager.Log(
|
||||||
"Position Change",
|
"Position Change",
|
||||||
|
@ -291,7 +304,18 @@ function BattleLogic.Update()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if CurRound > MaxRound then
|
if CurRound > MaxRound then
|
||||||
BattleLogic.BattleEnd(0)
|
if BattleLogic.Type==9 or BattleLogic.Type== 0 then
|
||||||
|
LogBattle("我方总输出"..allHeroDamage.."敌方总输出:"..allEnemyDamage)
|
||||||
|
if allHeroDamage>allEnemyDamage then
|
||||||
|
LogBattle("争霸赛我方胜")
|
||||||
|
BattleLogic.BattleEnd(1)
|
||||||
|
else
|
||||||
|
LogBattle("争霸赛敌方胜")
|
||||||
|
BattleLogic.BattleEnd(0)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
BattleLogic.BattleEnd(0)
|
||||||
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if roleResult == 1 then
|
if roleResult == 1 then
|
||||||
|
|
|
@ -282,7 +282,19 @@ function BattleUtil.PreCountShield(defRole, damage)
|
||||||
end
|
end
|
||||||
return damage
|
return damage
|
||||||
end
|
end
|
||||||
|
--检测是否为boss
|
||||||
|
function BattleUtil.CheckIsBoss(role)
|
||||||
|
if not role then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if role.data.enemyType==EnemyType.Boss then
|
||||||
|
--弹免疫
|
||||||
|
role.Event:DispatchEvent(BattleEventName.ShowHintText,2, 12391)
|
||||||
|
return true
|
||||||
|
else
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
-- 秒杀
|
-- 秒杀
|
||||||
function BattleUtil.Seckill(skill, atkRole, defRole)
|
function BattleUtil.Seckill(skill, atkRole, defRole)
|
||||||
|
@ -352,9 +364,9 @@ end
|
||||||
--检测是否有是金翅大鹏有不灭效果
|
--检测是否有是金翅大鹏有不灭效果
|
||||||
function BattleUtil.CheckIsNoDead(target)
|
function BattleUtil.CheckIsNoDead(target)
|
||||||
if target then
|
if target then
|
||||||
return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
|
return target:IsAssignHeroAndHeroStar(10086,10) or BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)
|
||||||
end
|
end
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
--检测列表是否包含值
|
--检测列表是否包含值
|
||||||
|
@ -373,15 +385,15 @@ end
|
||||||
|
|
||||||
-- 根据id获取额外技能
|
-- 根据id获取额外技能
|
||||||
function BattleUtil.GetExtraSkillbyId(id)
|
function BattleUtil.GetExtraSkillbyId(id)
|
||||||
if id==1 then
|
if id==1 then
|
||||||
return ExtraReleaseSkill.skill1
|
return ExtraReleaseSkill.skill1
|
||||||
elseif id==2 then
|
elseif id==2 then
|
||||||
return ExtraReleaseSkill.skill2
|
return ExtraReleaseSkill.skill2
|
||||||
elseif id==3 then
|
elseif id==3 then
|
||||||
return ExtraReleaseSkill.skill3
|
return ExtraReleaseSkill.skill3
|
||||||
elseif id==4 then
|
elseif id==4 then
|
||||||
return ExtraReleaseSkill.skill4
|
return ExtraReleaseSkill.skill4
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
|
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
|
||||||
|
@ -562,8 +574,8 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
|
||||||
end
|
end
|
||||||
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
|
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
|
||||||
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
||||||
|
--添加发送到battleLogic的治疗消息,用于计算总的战斗伤害值
|
||||||
--
|
BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
||||||
BattleLogManager.Log(
|
BattleLogManager.Log(
|
||||||
"Final Damage",
|
"Final Damage",
|
||||||
"acamp", castRole.camp,
|
"acamp", castRole.camp,
|
||||||
|
|
|
@ -73,8 +73,6 @@ function RoleLogic:Init(uid, data, position)
|
||||||
BattleUtil.Passivity[id](self, args)
|
BattleUtil.Passivity[id](self, args)
|
||||||
-- 加入被动列表
|
-- 加入被动列表
|
||||||
table.insert(self.passiveList, {id, args})
|
table.insert(self.passiveList, {id, args})
|
||||||
else
|
|
||||||
LogRed(Language[10232]..id..Language[10233])
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -162,7 +160,7 @@ end
|
||||||
function RoleLogic:AddRage(value, type)
|
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
|
-- 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
|
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")
|
LogBattle("角色身上有无敌盾,不扣除怒气")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -431,18 +429,14 @@ function RoleLogic:CastSkill(func)
|
||||||
-- 没有沉默
|
-- 没有沉默
|
||||||
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
|
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
|
||||||
-- 释放大技能
|
-- 释放大技能
|
||||||
LogBlue(Language[10234])
|
|
||||||
self:AddSkill(BattleSkillType.Special, true, false, nil)
|
self:AddSkill(BattleSkillType.Special, true, false, nil)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
-- 没有麻痹 释放普通技能
|
-- 没有麻痹 释放普通技能
|
||||||
if not self.ctrl_palsy then
|
if not self.ctrl_palsy then
|
||||||
LogBlue(Language[10235])
|
|
||||||
self:AddSkill(BattleSkillType.Normal, true, false, nil)
|
self:AddSkill(BattleSkillType.Normal, true, false, nil)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
--
|
|
||||||
LogBlue(Language[10236])
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 强制释放技能,测试技能时使用
|
-- 强制释放技能,测试技能时使用
|
||||||
|
@ -460,10 +454,8 @@ function RoleLogic:ForceCastSkill(type, targets, func)
|
||||||
SkillManager.SetTurnRoundFunc(func)
|
SkillManager.SetTurnRoundFunc(func)
|
||||||
-- 释放技能
|
-- 释放技能
|
||||||
if type == 1 and self.skill then
|
if type == 1 and self.skill then
|
||||||
LogBlue(Language[10237])
|
|
||||||
self:AddSkill(BattleSkillType.Normal, true, false, nil)
|
self:AddSkill(BattleSkillType.Normal, true, false, nil)
|
||||||
elseif type == 2 and self.superSkill then
|
elseif type == 2 and self.superSkill then
|
||||||
LogBlue(Language[10238])
|
|
||||||
if self.Rage < self.SuperSkillRage then
|
if self.Rage < self.SuperSkillRage then
|
||||||
self.Rage = self.SuperSkillRage
|
self.Rage = self.SuperSkillRage
|
||||||
end
|
end
|
||||||
|
|
|
@ -6,6 +6,7 @@ local skillPool = BattleObjectPool.New(function ()
|
||||||
end)
|
end)
|
||||||
|
|
||||||
--
|
--
|
||||||
|
this.DeadSkillList = {} -- 人物死亡后技能队列,死亡技能优先级最高
|
||||||
this.SkillList = {}
|
this.SkillList = {}
|
||||||
this.IsSkilling = false
|
this.IsSkilling = false
|
||||||
-- 初始化
|
-- 初始化
|
||||||
|
@ -17,18 +18,31 @@ end
|
||||||
function this.AddSkill(caster, effectData, type, targets, isAdd, isRage)
|
function this.AddSkill(caster, effectData, type, targets, isAdd, isRage)
|
||||||
local skill = skillPool:Get()
|
local skill = skillPool:Get()
|
||||||
skill:Init(caster, effectData, type, targets, isAdd, isRage)
|
skill:Init(caster, effectData, type, targets, isAdd, isRage)
|
||||||
table.insert(this.SkillList, skill)
|
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
|
||||||
|
table.insert(this.DeadSkillList, skill)
|
||||||
|
else
|
||||||
|
table.insert(this.SkillList, skill)
|
||||||
|
end
|
||||||
return skill
|
return skill
|
||||||
end
|
end
|
||||||
-- 插入技能到技能列表首位
|
-- 插入技能到技能列表首位
|
||||||
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage)
|
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage)
|
||||||
local skill = skillPool:Get()
|
local skill = skillPool:Get()
|
||||||
skill:Init(caster, effectData, type, targets, isAdd, isRage)
|
skill:Init(caster, effectData, type, targets, isAdd, isRage)
|
||||||
table.insert(this.SkillList, 1, skill)
|
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
|
||||||
|
table.insert(this.DeadSkillList, 1, skill)
|
||||||
|
else
|
||||||
|
table.insert(this.SkillList, 1, skill)
|
||||||
|
end
|
||||||
return skill
|
return skill
|
||||||
end
|
end
|
||||||
-- 获取是否拥有我的技能未释放
|
-- 获取是否拥有我的技能未释放
|
||||||
function this.HaveMySkill(role)
|
function this.HaveMySkill(role)
|
||||||
|
for _, skill in ipairs(this.DeadSkillList) do
|
||||||
|
if skill.owner == role then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
for _, skill in ipairs(this.SkillList) do
|
for _, skill in ipairs(this.SkillList) do
|
||||||
if skill.owner == role then
|
if skill.owner == role then
|
||||||
return true
|
return true
|
||||||
|
@ -46,6 +60,9 @@ function this.CheckTurnRound()
|
||||||
if this.IsSkilling then
|
if this.IsSkilling then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
if this.DeadSkillList and #this.DeadSkillList > 0 then
|
||||||
|
return
|
||||||
|
end
|
||||||
if this.SkillList and #this.SkillList > 0 then
|
if this.SkillList and #this.SkillList > 0 then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
@ -64,26 +81,51 @@ function this.Update()
|
||||||
if this.IsSkilling then
|
if this.IsSkilling then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if not this.SkillList or #this.SkillList == 0 then
|
|
||||||
|
-- 判断是否有死亡技能
|
||||||
|
-- 跟佳琦对的是角色死后只有死亡后释放的技能才能释放(DeadSkill) by:王振兴 2020/09/02 18:53
|
||||||
|
if this.DeadSkillList and #this.DeadSkillList > 0 then
|
||||||
|
|
||||||
|
local skill = this.DeadSkillList[1]
|
||||||
|
table.remove(this.DeadSkillList, 1)
|
||||||
|
this.IsSkilling = true
|
||||||
|
if skill.owner:IsDead() then
|
||||||
|
skill.owner:SkillCast(skill, function()
|
||||||
|
skill:Dispose()
|
||||||
|
skillPool:Put(skill)
|
||||||
|
this.IsSkilling = false
|
||||||
|
-- 检测一下轮转
|
||||||
|
this.CheckTurnRound()
|
||||||
|
end)
|
||||||
|
else
|
||||||
|
this.IsSkilling = false
|
||||||
|
this.CheckTurnRound()
|
||||||
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local skill = this.SkillList[1]
|
|
||||||
table.remove(this.SkillList, 1)
|
-- 判断
|
||||||
this.IsSkilling = true
|
if this.SkillList and #this.SkillList > 0 then
|
||||||
-- 检测技能释放 只有角色不是死亡状态或角色身上有不灭 或这释放的技能为死亡后才释放的技能
|
|
||||||
--跟佳琦对的是角色死后只有死亡后释放的技能才能释放(DeadSkill) by:王振兴 2020/09/02 18:53
|
local skill = this.SkillList[1]
|
||||||
if (not skill.owner:IsDead() or not BattleUtil.CheckIsNoDead(skill.owner)) or skill.type == BattleSkillType.DeadSkill then
|
table.remove(this.SkillList, 1)
|
||||||
skill.owner:SkillCast(skill, function()
|
this.IsSkilling = true
|
||||||
skill:Dispose()
|
-- 检测技能释放 只有角色不是死亡状态或角色身上有不灭
|
||||||
skillPool:Put(skill)
|
if (not skill.owner:IsDead() or BattleUtil.CheckIsNoDead(skill.owner)) then
|
||||||
|
skill.owner:SkillCast(skill, function()
|
||||||
|
skill:Dispose()
|
||||||
|
skillPool:Put(skill)
|
||||||
|
this.IsSkilling = false
|
||||||
|
-- 检测一下轮转
|
||||||
|
this.CheckTurnRound()
|
||||||
|
end)
|
||||||
|
else
|
||||||
this.IsSkilling = false
|
this.IsSkilling = false
|
||||||
-- 检测一下轮转
|
|
||||||
this.CheckTurnRound()
|
this.CheckTurnRound()
|
||||||
end)
|
end
|
||||||
else
|
|
||||||
this.IsSkilling = false
|
return
|
||||||
this.CheckTurnRound()
|
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
|
@ -71,7 +71,7 @@ function RoleView.New(go, role, position, root)
|
||||||
role.Event:AddEvent(BattleEventName.BuffDurationChange, instance.OnBuffRoundChange, instance)
|
role.Event:AddEvent(BattleEventName.BuffDurationChange, instance.OnBuffRoundChange, instance)
|
||||||
|
|
||||||
role.Event:AddEvent(BattleEventName.ShildTrigger, instance.OnShieldTrigger, instance)
|
role.Event:AddEvent(BattleEventName.ShildTrigger, instance.OnShieldTrigger, instance)
|
||||||
|
role.Event:AddEvent(BattleEventName.ShowHintText,instance.OnShowHintText,instance)
|
||||||
instance.hpCache = instance.role:GetRoleData(RoleDataName.Hp) / instance.role:GetRoleData(RoleDataName.MaxHp)
|
instance.hpCache = instance.role:GetRoleData(RoleDataName.Hp) / instance.role:GetRoleData(RoleDataName.MaxHp)
|
||||||
instance.hpSlider = Util.GetGameObject(go, "hpProgress/hp"):GetComponent("Image")
|
instance.hpSlider = Util.GetGameObject(go, "hpProgress/hp"):GetComponent("Image")
|
||||||
instance.hpPassSlider = Util.GetGameObject(go, "hpProgress/hpPass"):GetComponent("Image")
|
instance.hpPassSlider = Util.GetGameObject(go, "hpProgress/hpPass"):GetComponent("Image")
|
||||||
|
@ -353,6 +353,12 @@ local TextFloatingColor = {
|
||||||
Purple = 3,
|
Purple = 3,
|
||||||
Green = 4,
|
Green = 4,
|
||||||
}
|
}
|
||||||
|
--单纯显示提示文字
|
||||||
|
function RoleView:OnShowHintText(type,LanguageIndex)
|
||||||
|
self:TextBuffFloating(type,Language[LanguageIndex])
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
function RoleView:TextBuffFloating(type, text)
|
function RoleView:TextBuffFloating(type, text)
|
||||||
local color
|
local color
|
||||||
if type == 1 then --蓝色 增益 效果抵抗
|
if type == 1 then --蓝色 增益 效果抵抗
|
||||||
|
|
Loading…
Reference in New Issue