Revert "Revert "【战斗】v1.0.5""

This reverts commit 941cb86845.
dev_chengFeng
gaoxin 2020-11-20 15:15:45 +08:00
parent 941cb86845
commit 85a608d21a
8 changed files with 50 additions and 31 deletions

View File

@ -1776,7 +1776,6 @@ local passivityList = {
for i = 1, i1 do
role:AddSkill(BattleSkillType.Normal, false, true, nil)
end
LogError("aaaaaaaaaaaaaaaaaa")
end
end
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd)
@ -2533,7 +2532,6 @@ local passivityList = {
local list = skill:GetDirectTargetsNoMiss()
if list then
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv)
for _, r in ipairs(list) do
local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
auraBuff.interval = 1
@ -2557,7 +2555,6 @@ local passivityList = {
local list = skill:GetDirectTargetsNoMiss()
if list then
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv)
for _, r in ipairs(list) do
local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
auraBuff.interval = 1

View File

@ -202,7 +202,6 @@ end
-- 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
LogBattle("-------------")
BattleLogic.Event:DispatchEvent(BattleEventName.DebugStop)
return
end
@ -296,28 +295,14 @@ function BattleLogic.CheckBattleLogic()
"position", CurSkillPos[CurCamp]
)
-- 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)
-- 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
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
-- BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
-- BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
-- 释放技能后,递归交换阵营
SkillRole:CastSkill(function()
-- 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)
-- 设置行动完成回调
SkillManager.SetTurnRoundFunc(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
@ -325,6 +310,19 @@ function BattleLogic.CheckBattleLogic()
BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 开始行动
BattleLogic.TurnRoundNextFrame()
end)
-- 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() -- 将死状态
and not BattleLogic.BuffMgr:HasBuff(SkillRole,BuffName.NoDead) --将死但没有不死buff
and not SkillManager.HaveMySkill(SkillRole)) -- 也没有要释放的技能
then
SkillManager.CheckTurnRound()
return
end
-- 释放技能后,递归交换阵营
SkillRole:CastSkill()
end
function BattleLogic.WaitForTrigger(delayTime, action)
@ -360,12 +358,9 @@ function BattleLogic.Update()
end
if CurRound > MaxRound then
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

View File

@ -637,7 +637,7 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamag
--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(
"Final Damage",
"Final Treat",
"acamp", castRole.camp,
"apos", castRole.position,
"tcamp", targetRole.camp,

View File

@ -8,7 +8,6 @@ function MSkill:New()
end
function MSkill:Init(owner, group, index, skillData)
LogBattle("MSkill Init")
self.owner = owner
self.group = group
self.groupIndex = index

View File

@ -9,7 +9,6 @@ end
-- 初始化数据
function MSkillGroup:Init(monster, groupData)
LogBattle("MSkillGroup Init")
self.owner = monster
self.skillGroupData = groupData
-- 创建技能

View File

@ -148,7 +148,6 @@ end
-- 技能加入检测
function MTrigger.AddSkill(triggerId, condition, skill)
LogBattle("AddSkill "..triggerId)
if not this.TriggerList then
this.TriggerList = {}
end

View File

@ -422,7 +422,10 @@ end
-- 正常触发技能
function RoleLogic:CastSkill(func)
-- 设置轮转方法
SkillManager.SetTurnRoundFunc(func)
-- SkillManager.SetTurnRoundFunc(func)
if not self:IsAvailable() then
return
end
-- 没有沉默
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
-- 释放大技能

View File

@ -10,13 +10,29 @@ this.DeadSkillList = {} -- 人物死亡后技能队列,死亡技能优先级
this.MonsterSkillList = {}
this.SkillList = {}
this.IsSkilling = false
this.MaxSkillCount = 20 -- 单个回合内最多释放20次技能
-- 初始化
function this.Init()
this.Clear()
end
function this.CheckMaxCount()
if not this.CurSkillCount then
this.CurSkillCount = 0
end
if this.CurSkillCount < this.MaxSkillCount then
this.CurSkillCount = this.CurSkillCount + 1
return true
end
return false
end
--
function this.AddMonsterSkill(skill)
-- 如果超出最大限制则不再追加技能
if not this.CheckMaxCount() then
return
end
if skill.type == BattleSkillType.Monster then
table.insert(this.MonsterSkillList, skill)
end
@ -26,6 +42,10 @@ end
-- 向技能列表中追加技能
function this.AddSkill(caster, effectData, type, targets, isAdd, isRage)
-- 如果超出最大限制则不再追加技能
if not this.CheckMaxCount() then
return
end
local skill = skillPool:Get()
skill:Init(caster, effectData, type, targets, isAdd, isRage)
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
@ -37,6 +57,10 @@ function this.AddSkill(caster, effectData, type, targets, isAdd, isRage)
end
-- 插入技能到技能列表首位
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage)
-- 如果超出最大限制则不再追加技能
if not this.CheckMaxCount() then
return
end
local skill = skillPool:Get()
skill:Init(caster, effectData, type, targets, isAdd, isRage)
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
@ -87,6 +111,9 @@ function this.CheckTurnRound()
-- 没有技能释放的时候才轮转
if this.TurnRoundFunc then
BattleLogic.WaitForTrigger(0.3, function()
-- 清除数量限制
this.CurSkillCount = 0
--
this.TurnRoundFunc()
this.TurnRoundFunc = nil
end)