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