战斗力计算结构完善
parent
78be543392
commit
cd32937c82
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@ -49,4 +49,47 @@ function LogColor(...)
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elseif #args==4 then
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Log("<color="..args[1]..">"..args[2].."</color>".." <color="..args[3]..">"..args[4].."</color>")
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end
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end
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function PrintBattleTable(tb)
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local s = "{"
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for k, v in pairs(tb) do
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-- k
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if type(k) == "number" then
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s = s..string.format("[%s]=", k)
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elseif type(k) == "string" then
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s = s..string.format("%s=", k)
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elseif type(k) == "table" then
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s = s..string.format("[%s]=", "table")
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end
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-- v
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if type(v) == "number" or type(k) == "string" then
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s = s..v..","
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elseif type(k) == "table" then
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s = s..PrintBattleTable(k)
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end
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end
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return s.."}"
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end
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-- 打印表
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function LogGreenTable(t)
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LogGreen(PrintBattleTable(t))
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end
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-- 打印表
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function LogRedTable(t)
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LogRed(PrintBattleTable(t))
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end
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-- 打印表
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function LogBlueTable(t)
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LogBlue(PrintBattleTable(t))
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end
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-- 打印表
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function LogPinkTable(t)
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LogPink(PrintBattleTable(t))
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end
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@ -170,6 +170,7 @@ function this.GetHeroEquipsBydIds(_heroDid, _equipIds)
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table.insert(list, equip)
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end
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end
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return list
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end
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-- --工坊 获得装备品品质获得装备list
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@ -217,6 +217,19 @@ function this.CheckHeroIdExist(heroId)
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end)
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end
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end
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-- 判断编队中是否有这个人
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function this.CheckFormationHasId(formationId, heroId)
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local has = false
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if this.formationList and this.formationList[formationId] then
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table.walk(this.formationList[formationId].teamHeroInfos, function(teamInfo)
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if heroId == teamInfo.heroId then
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has = true
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end
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end)
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end
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return has
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end
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function this.UserPowerChanged()
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@ -2848,7 +2848,7 @@ function this.CreateHeroCountData(dId)
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heroData.star = curHeroData.star -- 星级
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heroData.breakId = curHeroData.breakId -- 突破id
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heroData.upStarId = curHeroData.upStarId -- 升星id
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heroData.equipList = EquipManager.GetHeroEquipsBydIds(curHeroData.equipIdList, curHeroData.dynamicId) -- 装备数据
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heroData.equipList = EquipManager.GetHeroEquipsBydIds(curHeroData.dynamicId, curHeroData.equipIdList) -- 装备数据
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heroData.treasureList = EquipTreasureManager.GetTreasuresBydIds(curHeroData.jewels) -- 宝器数据
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heroData.soulPrintList = curHeroData.soulPrintList -- 魂印数据
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heroData.talismanLv = curHeroData.talismanList -- 法宝等级
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@ -37,7 +37,7 @@ function this.CO_InitPower()
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local power = this.GetHeroPower(v.dynamicId)
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v.warPower = power
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LogRed("heroPower : "..v.dynamicId .. "|"..power)
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coroutine.yield()
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-- coroutine.yield()
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end
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this.IsInitAll = false
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this.coInitPower = nil
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@ -49,10 +49,10 @@ end
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-- 初始化所有人的战斗力
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function this.InitAllPower()
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this.IsInitAll = true
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if not this.coInitPower then
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this.coInitPower = coroutine.create(this.CO_InitPower)
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end
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-- this.CO_InitPower()
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-- if not this.coInitPower then
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-- this.coInitPower = coroutine.create(this.CO_InitPower)
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-- end
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this.CO_InitPower()
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end
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@ -60,24 +60,16 @@ end
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-- 获取英雄战斗力
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function this.GetHeroPower(dId)
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-- 判断是否脏数据
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if not this.IsDirty[dId] or this.IsDirty[dId].isDirty then
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local propList = HeroPropManager.GetHeroProp(dId)
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for _, powerType in pairs(Hero_Prop_Type) do
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local props = this.GetHeroPropByType(dId, powerData, powerType)
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HeroManager.DoubleTableCompound(propList, props)
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end
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-- 重新计算战斗力
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local allPower = CalculateWarForce(propList)
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this.HeroPropList[dId].allPower = allPower
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-- 不再是脏数据
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this.IsDirty[dId].isDirty = false
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function this.GetHeroPower(dId, formationId)
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-- 重新计算战斗力
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local propList = HeroPropManager.GetHeroProp(dId, formationId)
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local allPower = CalculateWarForce(propList)
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--
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if not this.HeroPowerList[dId] then
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this.HeroPowerList[dId] = {}
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end
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return this.HeroPropList[dId].allPower
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this.HeroPowerList[dId].allPower = allPower
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return this.HeroPowerList[dId].allPower
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end
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return HeroPowerManager
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@ -29,13 +29,17 @@ function this.Initialize()
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this.HeroPropList = {} -- 角色自身属性
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this.IsHeroDirty = {} -- 判断数据是否需要刷新
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this.ConList = {}
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this.ConPropList = {} -- 条件属性
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this.IsConPropDirty = {}
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this.ConList = {} -- 自身的一些条件
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this.ConPropList = {} -- 条件属性
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this.IsConPropDirty = {} -- 脏数据判断
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this.TeamPropList = {} -- 角色自身对编队成员的加成
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this.ConTeamPropList = {} -- 角色自身对编队成员的条件属性加成
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this.DePropList = {} -- 减益属性
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this.IsTeamPropDirty = {}
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this.ConTeamList = {} -- 编队条件属性
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this.DePropList = {} -- 减益属性
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this.IsDePropDirty = {} -- 判断减益数据是否变化
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this.FormationPropList = {} -- 编队共鸣属性
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this.IsFormationDirty = {} -- 判断编队共鸣数据是否需要刷新
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@ -57,16 +61,82 @@ function this.Get()
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-- body
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end
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function this.GetHeroProp(dId)
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function this.GetHeroProp(dId, formationId)
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local allPropList = {}
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-- 获取基础属性
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Log("基础属性")
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local basePropList = this.GetBaseProp(dId)
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LogGreenTable(basePropList)
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DoubleTableCompound(allPropList, basePropList)
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-- 自身条件属性加成
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local conPropList = this.GetConditionProp(dId)
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Log("自身条件属性")
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LogGreenTable(conPropList)
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DoubleTableCompound(allPropList, conPropList)
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-- 获取功能属性加成
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local heroData = HeroManager.CreateHeroCountData(dId)
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local funcProp = this.GetAllFuncProp(heroData)
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Log("功能属性")
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LogGreenTable(funcProp)
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DoubleTableCompound(allPropList, funcProp)
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-- 计算减益属性
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Log("减益属性")
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this.CountDeProp(dId, allPropList)
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-- 判断是否需要加入团队属性加成
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if formationId and FormationManager.CheckFormationHasId(formationId, dId) then
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local formationList = FormationManager.GetFormationByID(formationId)
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table.walk(formationList, function(teamInfo)
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-- 团队属性加成
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local teamProp = this.GetTeamData(teamInfo.heroId)
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Log("团队属性")
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LogGreenTable(teamProp)
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DoubleTableCompound(allPropList, teamProp)
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-- 团队条件属性加成
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local conTeamProp = this.GetConditionTeamData(teamInfo.heroId, dId)
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Log("团队条件属性")
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LogGreenTable(conTeamProp)
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DoubleTableCompound(allPropList, conTeamProp)
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end)
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-- 获取元素共鸣属性加成
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local formationProp = this.GetFormationProp(formationId)
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Log("元素共鸣属性")
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LogGreenTable(formationProp)
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DoubleTableCompound(allPropList, formationProp)
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else
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-- ******自己的团队属性对自己生效
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-- 团队属性加成(
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local teamProp = this.GetTeamData(dId)
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Log("团队属性")
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LogGreenTable(teamProp)
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DoubleTableCompound(allPropList, teamProp)
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-- 团队条件属性加成
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local conTeamProp = this.GetConditionTeamData(dId, dId)
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Log("团队条件属性")
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LogGreenTable(conTeamProp)
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DoubleTableCompound(allPropList, conTeamProp)
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-- 没有元素共鸣
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end
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Log("总属性")
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LogGreenTable(allPropList)
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return allPropList
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end
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---=================== 基础属性======================================
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-- 获取基础属性
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function this.GetBaseProp(dId)
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-- 刷新角色信息
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this.RefreshHeroProp(dId)
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local basePropList = this.HeroPropList[dId].propList
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return basePropList
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end
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-- 刷新角色信息
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function this.RefreshHeroProp(dId)
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if not this.IsHeroDirty[dId] then
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@ -81,26 +151,38 @@ function this.RefreshHeroProp(dId)
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--
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local propList, conList, teamPropList, conTeamList, dePropList
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-- 判断该类型数据是否需要刷新
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if this.IsDirty[dId][powerType] ~= false and Hero_Prop_Func[powerType] then
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if this.IsHeroDirty[dId][powerType] ~= false and Hero_Prop_Func[powerType] then
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-- 计算属性
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propList, conList, teamPropList, conTeamList, dePropList = Hero_Prop_Func[powerType](cData)
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-- 创建新的数据
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this.NewHeroProp(dId, powerType, propList)
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LogGreen(_)
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LogPink("base")
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LogPinkTable(propList)
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-- 条件属性
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if conList then
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this.SetConditionData(dId, powerType, conList)
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LogPink("con")
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LogPinkTable(conList)
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end
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-- 对编队中其他人的数据
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if teamPropList then
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this.SetTeamData(dId, powerType, teamPropList)
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LogPink("team")
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LogPinkTable(teamPropList)
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end
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-- 对编队中其他人的数据
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if conTeamList then
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this.SetConditionTeamData(dId, powerType, conTeamList)
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LogPink("conteam")
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LogPinkTable(conTeamList)
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end
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-- 减益属性
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if dePropList then
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this.SetDePropData(dId, powerType, dePropList)
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LogPink("deprop")
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LogPinkTable(dePropList)
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end
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end
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DoubleTableCompound(list, propList)
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@ -121,8 +203,6 @@ function this.CalHeroPropByType(heroData, powerType)
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return propList, conList, teamPropList, conTeamList, dePropList
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end
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--========================== 自身角色属性管理==========================
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-- 刷新角色属性信息
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function this.NewHeroProp(dId, powerType, propList)
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-- 普通属性加成
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@ -131,22 +211,24 @@ function this.NewHeroProp(dId, powerType, propList)
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end
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this.HeroPropList[dId][powerType] = propList
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-- 清理脏数据
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if not this.IsDirty[dId] then
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this.IsDirty[dId] = {}
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if not this.IsHeroDirty[dId] then
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this.IsHeroDirty[dId] = {}
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end
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this.IsDirty[dId][powerType] = false
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this.IsHeroDirty[dId][powerType] = false
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end
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-- 设置脏数据
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function this.SetDirtyByType(dId, powerType)
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if not this.IsDirty[dId] then
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this.IsDirty[dId] = {}
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if not this.IsHeroDirty[dId] then
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this.IsHeroDirty[dId] = {}
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end
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this.IsDirty[dId][powerType] = true
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this.IsDirty[dId].isDirty = true
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this.IsHeroDirty[dId][powerType] = true
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this.IsHeroDirty[dId].isDirty = true
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end
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-- 将整个人置为脏数据
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function this.SetHeroDirty(dId)
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this.IsDirty[dId] = {}
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this.IsHeroDirty[dId] = {}
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end
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@ -168,23 +250,60 @@ function this.SetConditionData(dId, powerType, condList)
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end
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function this.SetConditionProp(dId, powerType, condProp)
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-- 编队属性加成
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if not this.ConPropList[dId] then
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this.ConPropList[dId] = {}
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end
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this.ConPropList[dId][powerType] = condProp
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end
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-- 获取条件属性
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function this.GetConditionPropByType(dId, powerType)
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if this.ConPropList[dId] and this.ConPropList[dId][powerType] then
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return this.ConPropList[dId][powerType]
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end
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return {}
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end
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-- 获取自身的条件属性
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function this.GetConditionData(dId)
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function this.GetConditionProp(dId)
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-- 判空
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if this.IsConPropDirty[dId] then
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this.IsConPropDirty[dId] = {}
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end
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if this.IsConPropDirty[dId].isDirty ~= false then
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-- 创建计算属性的数据
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local list = {}
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local cData = HeroManager.CreateHeroCountData(dId)
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for _, powerType in pairs(Hero_Prop_Type) do
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if this.IsConPropDirty[dId][powerType] ~= false then
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for _, cond in ipairs(this.ConList[dId][powerType]) do
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if Condition_Prop_Func[cond.type] then
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local propList = Condition_Prop_Func[cond.type](cData, cData, cond.propList, cond.args)
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local condProp = {}
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if this.ConList[dId] and this.ConList[dId][powerType] then
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for _, cond in ipairs(this.ConList[dId][powerType]) do
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if Condition_Prop_Func[cond.type] then
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local propList = Condition_Prop_Func[cond.type](cData, cData, cond.propList, cond.args)
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DoubleTableCompound(condProp, propList)
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end
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end
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end
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-- 设置该类型条件属性
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this.SetConditionProp(dId, powerType, condProp)
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this.IsConPropDirty[dId][powerType] = false
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end
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-- 合并所有属性
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local condProp = this.GetConditionPropByType(dId, powerType)
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if condProp then
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DoubleTableCompound(list, condProp)
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this.IsConPropDirty[dId][powerType] = condProp
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this.ConPropList[dId].propList = condProp
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end
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end
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this.IsConPropDirty[dId].isDirty = false
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end
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return this.ConPropList[dId].propList
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end
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@ -197,18 +316,70 @@ function this.SetTeamData(dId, powerType, propList)
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end
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this.TeamPropList[dId][powerType] = propList
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-- 清理脏数据
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if not this.IsTeamPropDirty[dId] then
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this.IsTeamPropDirty[dId] = {}
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end
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this.IsTeamPropDirty[dId].isDirty = true
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end
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-- 刷新编队属性
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function this.RefreshTeamData(dId)
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-- 判空
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if not this.IsTeamPropDirty[dId] then
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this.IsTeamPropDirty[dId] = {}
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end
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-- 判断是否需要刷新
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if this.IsTeamPropDirty[dId].isDirty ~= false then
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-- 创建计算属性的数据
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local list = {}
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for _, powerType in pairs(Hero_Prop_Type) do
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DoubleTableCompound(list, this.TeamPropList[dId][powerType])
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end
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--
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this.TeamPropList[dId].propList = list
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this.IsTeamPropDirty[dId].isDirty = false
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end
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end
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-- 获取个人对编队的加成属性
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function this.GetTeamData(dId)
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-- 刷新团队加成属性
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this.RefreshTeamData(dId)
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--
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||||
if not this.TeamPropList[dId] then
|
||||
return
|
||||
end
|
||||
return this.TeamPropList[dId].propList
|
||||
end
|
||||
|
||||
|
||||
--=========================== 团队条件属性管理 ==========================
|
||||
-- 设置脏数据
|
||||
function this.SetConditionTeamData(dId, powerType, propList)
|
||||
function this.SetConditionTeamData(dId, powerType, condList)
|
||||
-- 编队属性加成
|
||||
if not this.ConTeamPropList[dId] then
|
||||
this.ConTeamPropList[dId] = {}
|
||||
if not this.ConTeamList[dId] then
|
||||
this.ConTeamList[dId] = {}
|
||||
end
|
||||
this.ConTeamPropList[dId][powerType] = propList
|
||||
this.ConTeamList[dId][powerType] = condList
|
||||
end
|
||||
|
||||
-- 获取团队条件数据(动态计算,不缓存属性)
|
||||
function this.GetConditionTeamData(dId, tdId)
|
||||
local list = {}
|
||||
if this.ConTeamList[dId] then
|
||||
local dData = HeroManager.CreateHeroCountData(dId)
|
||||
local tdData = HeroManager.CreateHeroCountData(tdId)
|
||||
for powerType, conds in pairs(this.ConTeamList[dId]) do
|
||||
for _, cond in ipairs(conds) do
|
||||
if Condition_Prop_Func[cond.type] then
|
||||
local propList = Condition_Prop_Func[cond.type](dData, tdData, cond.propList, cond.args)
|
||||
DoubleTableCompound(list, propList)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return list
|
||||
end
|
||||
|
||||
|
||||
|
|
@ -222,11 +393,24 @@ function this.SetDePropData(dId, powerType, propList)
|
|||
this.DePropList[dId][powerType] = propList
|
||||
end
|
||||
|
||||
-- 计算减益
|
||||
function this.CountDeProp(dId, allPropList)
|
||||
if this.DePropList[dId] then
|
||||
for powerType, props in pairs(this.DePropList[dId]) do
|
||||
for _, prop in ipairs(props) do
|
||||
local id = prop.propId
|
||||
local v = prop.value
|
||||
LogGreenTable(string.format("%s|%s", id, v))
|
||||
allPropList[id] = allPropList[id] * (1 - v / 10000)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ===============================================编队属性管理 ===================================
|
||||
-- ===============================================编队属性管理 ===================================
|
||||
-- ===============================================编队属性管理 ===================================
|
||||
--
|
||||
|
||||
-- 刷新编队数据
|
||||
function this.RefreshFormationProp(formationId)
|
||||
if this.IsFormationDirty[formationId] ~= false then
|
||||
|
|
@ -298,6 +482,9 @@ end
|
|||
|
||||
-- 设置编队数据变动
|
||||
function this.SetFuncPropDirty(funcPropId)
|
||||
if not this.IsFuncDirty[funcPropId] then
|
||||
this.IsFuncDirty[funcPropId] = {}
|
||||
end
|
||||
this.IsFuncDirty[funcPropId] = true
|
||||
this.IsFuncDirty.isDirty = true
|
||||
end
|
||||
|
|
|
|||
|
|
@ -28,7 +28,7 @@ Func_Prop_Func = {
|
|||
-- 功能属性针对个人的筛选器
|
||||
Func_Prop_Filter = {
|
||||
[Func_Prop_Type.GuildSkill] = function(funcData, heroData)
|
||||
local config = HeroConfig[heroData.tData]
|
||||
local config = HeroConfig[heroData.tId]
|
||||
return funcData[config.Profession]
|
||||
end,
|
||||
|
||||
|
|
|
|||
|
|
@ -67,49 +67,51 @@ local function PassiveListToPropList(skillids)
|
|||
local skillid = skillids[i]
|
||||
if passiveSkillLogicConfig[skillid] then
|
||||
local curSkillData = passiveSkillLogicConfig[skillid]
|
||||
local args = curSkillData.Value
|
||||
-- 计算
|
||||
local pId, v, ct
|
||||
if curSkillData.Type == 90 then -- [a]增加[b],[c]改变 || a[属性]b[float]c[改变类型]
|
||||
pId, v, ct = args[1], args[2], args[3]
|
||||
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]
|
||||
pId, v, ct = args[2], args[1], args[3]
|
||||
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]
|
||||
pId, v, ct = args[1], args[2], args[3]
|
||||
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]
|
||||
pId, v, ct = args[3], args[2], args[4]
|
||||
end
|
||||
|
||||
-- 获取UI属性
|
||||
local propId, value = BattlePropToUIProp(pId, v, ct)
|
||||
|
||||
if curSkillData.EffectiveRange == 2 then --战前个人
|
||||
if ct == 4 then -- 减益效果
|
||||
table.insert(dePropList, {propId = propId ,value = value})
|
||||
elseif curSkillData.Type == 171 then -- 100级才开始加成(个人条件属性)
|
||||
local propList = {}
|
||||
propList[propId] = value
|
||||
table.insert(conPropList, {type = Condition_Prop_Type.LV_100, propList = propList, args = args})
|
||||
else
|
||||
if not propList[propId] then
|
||||
propList[propId] = 0
|
||||
end
|
||||
propList[propId] = propList[propId] + value
|
||||
end
|
||||
else
|
||||
-- 条件
|
||||
if curSkillData.Type == 129 then -- (团队条件属性)
|
||||
local propList = {}
|
||||
propList[propId] = value
|
||||
table.insert(conTeamPropList, {type = Condition_Prop_Type.ELE_TEAM_ADD, propList = propList, args = args})
|
||||
else
|
||||
if not teamPropList[propId] then
|
||||
teamPropList[propId] = 0
|
||||
end
|
||||
teamPropList[propId] = teamPropList[propId] + value
|
||||
if curSkillData.EffectiveRange > 1 then
|
||||
local args = curSkillData.Value
|
||||
-- 计算
|
||||
local pId, v, ct
|
||||
if curSkillData.Type == 90 then -- [a]增加[b],[c]改变 || a[属性]b[float]c[改变类型]
|
||||
pId, v, ct = args[1], args[2], args[3]
|
||||
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]
|
||||
pId, v, ct = args[2], args[1], args[3]
|
||||
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]
|
||||
pId, v, ct = args[1], args[2], args[3]
|
||||
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]
|
||||
pId, v, ct = args[3], args[2], args[4]
|
||||
end
|
||||
|
||||
-- 获取UI属性
|
||||
local propId, value = BattlePropToUIProp(pId, v, ct)
|
||||
|
||||
if curSkillData.EffectiveRange == 2 then --战前个人
|
||||
if ct == 4 then -- 减益效果
|
||||
table.insert(dePropList, {propId = propId ,value = value})
|
||||
elseif curSkillData.Type == 171 then -- 100级才开始加成(个人条件属性)
|
||||
local propList = {}
|
||||
propList[propId] = value
|
||||
table.insert(conPropList, {type = Condition_Prop_Type.LV_100, propList = propList, args = args})
|
||||
else
|
||||
if not propList[propId] then
|
||||
propList[propId] = 0
|
||||
end
|
||||
propList[propId] = propList[propId] + value
|
||||
end
|
||||
else
|
||||
-- 条件
|
||||
if curSkillData.Type == 129 then -- (团队条件属性)
|
||||
local propList = {}
|
||||
propList[propId] = value
|
||||
table.insert(conTeamPropList, {type = Condition_Prop_Type.ELE_TEAM_ADD, propList = propList, args = args})
|
||||
else
|
||||
if not teamPropList[propId] then
|
||||
teamPropList[propId] = 0
|
||||
end
|
||||
teamPropList[propId] = teamPropList[propId] + value
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -159,6 +161,7 @@ Hero_Prop_Func = {
|
|||
local tData = heroConfig[_heroData.tId]
|
||||
local equipSuit = {}
|
||||
--[id] = 件数
|
||||
LogBlue("装备件数".. #_heroData.equipList)
|
||||
for i = 1, #_heroData.equipList do
|
||||
local curEquip = _heroData.equipList[i]
|
||||
if curEquip then
|
||||
|
|
|
|||
Loading…
Reference in New Issue