战斗力计算结构完善

gaoxin 2020-08-06 20:09:01 +08:00
parent 78be543392
commit cd32937c82
8 changed files with 334 additions and 95 deletions

View File

@ -49,4 +49,47 @@ function LogColor(...)
elseif #args==4 then
Log("<color="..args[1]..">"..args[2].."</color>".." <color="..args[3]..">"..args[4].."</color>")
end
end
function PrintBattleTable(tb)
local s = "{"
for k, v in pairs(tb) do
-- k
if type(k) == "number" then
s = s..string.format("[%s]=", k)
elseif type(k) == "string" then
s = s..string.format("%s=", k)
elseif type(k) == "table" then
s = s..string.format("[%s]=", "table")
end
-- v
if type(v) == "number" or type(k) == "string" then
s = s..v..","
elseif type(k) == "table" then
s = s..PrintBattleTable(k)
end
end
return s.."}"
end
-- 打印表
function LogGreenTable(t)
LogGreen(PrintBattleTable(t))
end
-- 打印表
function LogRedTable(t)
LogRed(PrintBattleTable(t))
end
-- 打印表
function LogBlueTable(t)
LogBlue(PrintBattleTable(t))
end
-- 打印表
function LogPinkTable(t)
LogPink(PrintBattleTable(t))
end

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@ -170,6 +170,7 @@ function this.GetHeroEquipsBydIds(_heroDid, _equipIds)
table.insert(list, equip)
end
end
return list
end
-- --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)
end)
end
end
-- 判断编队中是否有这个人
function this.CheckFormationHasId(formationId, heroId)
local has = false
if this.formationList and this.formationList[formationId] then
table.walk(this.formationList[formationId].teamHeroInfos, function(teamInfo)
if heroId == teamInfo.heroId then
has = true
end
end)
end
return has
end
function this.UserPowerChanged()

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@ -2848,7 +2848,7 @@ function this.CreateHeroCountData(dId)
heroData.star = curHeroData.star -- 星级
heroData.breakId = curHeroData.breakId -- 突破id
heroData.upStarId = curHeroData.upStarId -- 升星id
heroData.equipList = EquipManager.GetHeroEquipsBydIds(curHeroData.equipIdList, curHeroData.dynamicId) -- 装备数据
heroData.equipList = EquipManager.GetHeroEquipsBydIds(curHeroData.dynamicId, curHeroData.equipIdList) -- 装备数据
heroData.treasureList = EquipTreasureManager.GetTreasuresBydIds(curHeroData.jewels) -- 宝器数据
heroData.soulPrintList = curHeroData.soulPrintList -- 魂印数据
heroData.talismanLv = curHeroData.talismanList -- 法宝等级

View File

@ -37,7 +37,7 @@ function this.CO_InitPower()
local power = this.GetHeroPower(v.dynamicId)
v.warPower = power
LogRed("heroPower : "..v.dynamicId .. "|"..power)
coroutine.yield()
-- coroutine.yield()
end
this.IsInitAll = false
this.coInitPower = nil
@ -49,10 +49,10 @@ end
-- 初始化所有人的战斗力
function this.InitAllPower()
this.IsInitAll = true
if not this.coInitPower then
this.coInitPower = coroutine.create(this.CO_InitPower)
end
-- this.CO_InitPower()
-- if not this.coInitPower then
-- this.coInitPower = coroutine.create(this.CO_InitPower)
-- end
this.CO_InitPower()
end
@ -60,24 +60,16 @@ end
-- 获取英雄战斗力
function this.GetHeroPower(dId)
-- 判断是否脏数据
if not this.IsDirty[dId] or this.IsDirty[dId].isDirty then
local propList = HeroPropManager.GetHeroProp(dId)
for _, powerType in pairs(Hero_Prop_Type) do
local props = this.GetHeroPropByType(dId, powerData, powerType)
HeroManager.DoubleTableCompound(propList, props)
end
-- 重新计算战斗力
local allPower = CalculateWarForce(propList)
this.HeroPropList[dId].allPower = allPower
-- 不再是脏数据
this.IsDirty[dId].isDirty = false
function this.GetHeroPower(dId, formationId)
-- 重新计算战斗力
local propList = HeroPropManager.GetHeroProp(dId, formationId)
local allPower = CalculateWarForce(propList)
--
if not this.HeroPowerList[dId] then
this.HeroPowerList[dId] = {}
end
return this.HeroPropList[dId].allPower
this.HeroPowerList[dId].allPower = allPower
return this.HeroPowerList[dId].allPower
end
return HeroPowerManager

View File

@ -29,13 +29,17 @@ function this.Initialize()
this.HeroPropList = {} -- 角色自身属性
this.IsHeroDirty = {} -- 判断数据是否需要刷新
this.ConList = {}
this.ConPropList = {} -- 条件属性
this.IsConPropDirty = {}
this.ConList = {} -- 自身的一些条件
this.ConPropList = {} -- 条件属性
this.IsConPropDirty = {} -- 脏数据判断
this.TeamPropList = {} -- 角色自身对编队成员的加成
this.ConTeamPropList = {} -- 角色自身对编队成员的条件属性加成
this.DePropList = {} -- 减益属性
this.IsTeamPropDirty = {}
this.ConTeamList = {} -- 编队条件属性
this.DePropList = {} -- 减益属性
this.IsDePropDirty = {} -- 判断减益数据是否变化
this.FormationPropList = {} -- 编队共鸣属性
this.IsFormationDirty = {} -- 判断编队共鸣数据是否需要刷新
@ -57,16 +61,82 @@ function this.Get()
-- body
end
function this.GetHeroProp(dId)
function this.GetHeroProp(dId, formationId)
local allPropList = {}
-- 获取基础属性
Log("基础属性")
local basePropList = this.GetBaseProp(dId)
LogGreenTable(basePropList)
DoubleTableCompound(allPropList, basePropList)
-- 自身条件属性加成
local conPropList = this.GetConditionProp(dId)
Log("自身条件属性")
LogGreenTable(conPropList)
DoubleTableCompound(allPropList, conPropList)
-- 获取功能属性加成
local heroData = HeroManager.CreateHeroCountData(dId)
local funcProp = this.GetAllFuncProp(heroData)
Log("功能属性")
LogGreenTable(funcProp)
DoubleTableCompound(allPropList, funcProp)
-- 计算减益属性
Log("减益属性")
this.CountDeProp(dId, allPropList)
-- 判断是否需要加入团队属性加成
if formationId and FormationManager.CheckFormationHasId(formationId, dId) then
local formationList = FormationManager.GetFormationByID(formationId)
table.walk(formationList, function(teamInfo)
-- 团队属性加成
local teamProp = this.GetTeamData(teamInfo.heroId)
Log("团队属性")
LogGreenTable(teamProp)
DoubleTableCompound(allPropList, teamProp)
-- 团队条件属性加成
local conTeamProp = this.GetConditionTeamData(teamInfo.heroId, dId)
Log("团队条件属性")
LogGreenTable(conTeamProp)
DoubleTableCompound(allPropList, conTeamProp)
end)
-- 获取元素共鸣属性加成
local formationProp = this.GetFormationProp(formationId)
Log("元素共鸣属性")
LogGreenTable(formationProp)
DoubleTableCompound(allPropList, formationProp)
else
-- ******自己的团队属性对自己生效
-- 团队属性加成(
local teamProp = this.GetTeamData(dId)
Log("团队属性")
LogGreenTable(teamProp)
DoubleTableCompound(allPropList, teamProp)
-- 团队条件属性加成
local conTeamProp = this.GetConditionTeamData(dId, dId)
Log("团队条件属性")
LogGreenTable(conTeamProp)
DoubleTableCompound(allPropList, conTeamProp)
-- 没有元素共鸣
end
Log("总属性")
LogGreenTable(allPropList)
return allPropList
end
---=================== 基础属性======================================
-- 获取基础属性
function this.GetBaseProp(dId)
-- 刷新角色信息
this.RefreshHeroProp(dId)
local basePropList = this.HeroPropList[dId].propList
return basePropList
end
-- 刷新角色信息
function this.RefreshHeroProp(dId)
if not this.IsHeroDirty[dId] then
@ -81,26 +151,38 @@ function this.RefreshHeroProp(dId)
--
local propList, conList, teamPropList, conTeamList, dePropList
-- 判断该类型数据是否需要刷新
if this.IsDirty[dId][powerType] ~= false and Hero_Prop_Func[powerType] then
if this.IsHeroDirty[dId][powerType] ~= false and Hero_Prop_Func[powerType] then
-- 计算属性
propList, conList, teamPropList, conTeamList, dePropList = Hero_Prop_Func[powerType](cData)
-- 创建新的数据
this.NewHeroProp(dId, powerType, propList)
LogGreen(_)
LogPink("base")
LogPinkTable(propList)
-- 条件属性
if conList then
this.SetConditionData(dId, powerType, conList)
LogPink("con")
LogPinkTable(conList)
end
-- 对编队中其他人的数据
if teamPropList then
this.SetTeamData(dId, powerType, teamPropList)
LogPink("team")
LogPinkTable(teamPropList)
end
-- 对编队中其他人的数据
if conTeamList then
this.SetConditionTeamData(dId, powerType, conTeamList)
LogPink("conteam")
LogPinkTable(conTeamList)
end
-- 减益属性
if dePropList then
this.SetDePropData(dId, powerType, dePropList)
LogPink("deprop")
LogPinkTable(dePropList)
end
end
DoubleTableCompound(list, propList)
@ -121,8 +203,6 @@ function this.CalHeroPropByType(heroData, powerType)
return propList, conList, teamPropList, conTeamList, dePropList
end
--========================== 自身角色属性管理==========================
-- 刷新角色属性信息
function this.NewHeroProp(dId, powerType, propList)
-- 普通属性加成
@ -131,22 +211,24 @@ function this.NewHeroProp(dId, powerType, propList)
end
this.HeroPropList[dId][powerType] = propList
-- 清理脏数据
if not this.IsDirty[dId] then
this.IsDirty[dId] = {}
if not this.IsHeroDirty[dId] then
this.IsHeroDirty[dId] = {}
end
this.IsDirty[dId][powerType] = false
this.IsHeroDirty[dId][powerType] = false
end
-- 设置脏数据
function this.SetDirtyByType(dId, powerType)
if not this.IsDirty[dId] then
this.IsDirty[dId] = {}
if not this.IsHeroDirty[dId] then
this.IsHeroDirty[dId] = {}
end
this.IsDirty[dId][powerType] = true
this.IsDirty[dId].isDirty = true
this.IsHeroDirty[dId][powerType] = true
this.IsHeroDirty[dId].isDirty = true
end
-- 将整个人置为脏数据
function this.SetHeroDirty(dId)
this.IsDirty[dId] = {}
this.IsHeroDirty[dId] = {}
end
@ -168,23 +250,60 @@ function this.SetConditionData(dId, powerType, condList)
end
function this.SetConditionProp(dId, powerType, condProp)
-- 编队属性加成
if not this.ConPropList[dId] then
this.ConPropList[dId] = {}
end
this.ConPropList[dId][powerType] = condProp
end
-- 获取条件属性
function this.GetConditionPropByType(dId, powerType)
if this.ConPropList[dId] and this.ConPropList[dId][powerType] then
return this.ConPropList[dId][powerType]
end
return {}
end
-- 获取自身的条件属性
function this.GetConditionData(dId)
function this.GetConditionProp(dId)
-- 判空
if this.IsConPropDirty[dId] then
this.IsConPropDirty[dId] = {}
end
if this.IsConPropDirty[dId].isDirty ~= false then
-- 创建计算属性的数据
local list = {}
local cData = HeroManager.CreateHeroCountData(dId)
for _, powerType in pairs(Hero_Prop_Type) do
if this.IsConPropDirty[dId][powerType] ~= false then
for _, cond in ipairs(this.ConList[dId][powerType]) do
if Condition_Prop_Func[cond.type] then
local propList = Condition_Prop_Func[cond.type](cData, cData, cond.propList, cond.args)
local condProp = {}
if this.ConList[dId] and this.ConList[dId][powerType] then
for _, cond in ipairs(this.ConList[dId][powerType]) do
if Condition_Prop_Func[cond.type] then
local propList = Condition_Prop_Func[cond.type](cData, cData, cond.propList, cond.args)
DoubleTableCompound(condProp, propList)
end
end
end
-- 设置该类型条件属性
this.SetConditionProp(dId, powerType, condProp)
this.IsConPropDirty[dId][powerType] = false
end
-- 合并所有属性
local condProp = this.GetConditionPropByType(dId, powerType)
if condProp then
DoubleTableCompound(list, condProp)
this.IsConPropDirty[dId][powerType] = condProp
this.ConPropList[dId].propList = condProp
end
end
this.IsConPropDirty[dId].isDirty = false
end
return this.ConPropList[dId].propList
end
@ -197,18 +316,70 @@ function this.SetTeamData(dId, powerType, propList)
end
this.TeamPropList[dId][powerType] = propList
-- 清理脏数据
if not this.IsTeamPropDirty[dId] then
this.IsTeamPropDirty[dId] = {}
end
this.IsTeamPropDirty[dId].isDirty = true
end
-- 刷新编队属性
function this.RefreshTeamData(dId)
-- 判空
if not this.IsTeamPropDirty[dId] then
this.IsTeamPropDirty[dId] = {}
end
-- 判断是否需要刷新
if this.IsTeamPropDirty[dId].isDirty ~= false then
-- 创建计算属性的数据
local list = {}
for _, powerType in pairs(Hero_Prop_Type) do
DoubleTableCompound(list, this.TeamPropList[dId][powerType])
end
--
this.TeamPropList[dId].propList = list
this.IsTeamPropDirty[dId].isDirty = false
end
end
-- 获取个人对编队的加成属性
function this.GetTeamData(dId)
-- 刷新团队加成属性
this.RefreshTeamData(dId)
--
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

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@ -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,

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@ -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