792 lines
28 KiB
Lua
792 lines
28 KiB
Lua
BattleUtil = {}
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--local BattleUtil = BattleUtil
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local floor = math.floor
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local max = math.max
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local min = math.min
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--local Random = Random
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--local RoleDataName = RoleDataName
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--local BattleEventName = BattleEventName
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BattleUtil.Passivity = require("Modules/Battle/Logic/Base/Passivity")
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local function clamp(v, minValue, maxValue)
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if v < minValue then
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return minValue
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end
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if v > maxValue then
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return maxValue
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end
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return v
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end
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function BattleUtil.ErrorCorrection(f) --进行精度处理,避免前后端计算不一致
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return floor(f * 100000 + 0.5) / 100000
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end
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function BattleUtil.FP_Mul(...)
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local f = 1
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for i, v in ipairs{...} do
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f = floor(f * v * 100000 + 0.5) / 100000
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end
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return f
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end
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-- 选择前排
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function BattleUtil.ChooseFRow(arr)
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local tempArr = {}
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for _, r in ipairs(arr) do
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if r.position <= 3 and not r:IsRealDead() then
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table.insert(tempArr, r)
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end
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end
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table.sort(tempArr, function(a, b)
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return a.position < b.position
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end)
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return tempArr
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end
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-- 选择后排
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function BattleUtil.ChooseBRow(arr)
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local tempArr = {}
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for _, r in ipairs(arr) do
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if r.position > 3 and not r:IsRealDead() then
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table.insert(tempArr, r)
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end
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end
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table.sort(tempArr, function(a, b)
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return a.position < b.position
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end)
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return tempArr
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end
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-- 选择一列(col == 0 表示第三列哦)
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function BattleUtil.ChooseCol(arr, col)
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local tempArr = {}
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for _, role in ipairs(arr) do
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if role.position % 3 == col then
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table.insert(tempArr, role)
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end
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end
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table.sort(tempArr, function(a, b)
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return a.position < b.position
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end)
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return tempArr
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end
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-- 根据属性排序
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function BattleUtil.SortByProp(arr, prop, sort)
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BattleUtil.Sort(arr, function(a, b)
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local r1 = a:GetRoleData(prop)
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local r2 = b:GetRoleData(prop)
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if sort == 1 then return r1 > r2 else return r1 < r2 end
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end)
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return arr
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end
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-- 按血量排序
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function BattleUtil.SortByHpFactor(arr, sort)
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BattleUtil.Sort(arr, function(a, b)
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local r1 = a:GetRoleData(RoleDataName.Hp) / a:GetRoleData(RoleDataName.MaxHp)
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local r2 = b:GetRoleData(RoleDataName.Hp) / b:GetRoleData(RoleDataName.MaxHp)
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if sort == 1 then return r1 > r2 else return r1 < r2 end
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end)
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return arr
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end
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-- 获取技能最大目标数
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function BattleUtil.GetMaxTargetNum(chooseId)
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local chooseType = floor(chooseId / 100000) % 10
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local chooseLimit = floor(chooseId / 10000) % 10
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local chooseWeight = floor(chooseId / 100) % 100
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local sort = floor(chooseId / 10) % 10
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local num = chooseId % 10
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--
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if chooseType == 3 or chooseType == 4 then
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return 1
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else
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if num == 0 then
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if chooseLimit == 0 then
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if chooseWeight == 7 then
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return 4
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elseif chooseLimit == 8 then
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return 1
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else
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return 6
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end
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elseif chooseLimit == 1 or chooseLimit == 2 then
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return 3
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elseif chooseLimit == 3 then
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return 2
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end
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else
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return num
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end
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end
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end
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--
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function BattleUtil.ChooseTarget(role, chooseId)
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local chooseType = floor(chooseId / 100000) % 10
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local chooseLimit = floor(chooseId / 10000) % 10
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local chooseWeight = floor(chooseId / 100) % 100
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local sort = floor(chooseId / 10) % 10
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local num = chooseId % 10
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local arr
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-- 选择类型
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if chooseType == 1 then
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arr = RoleManager.Query(function (r) return r.camp == role.camp end)
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elseif chooseType == 2 then
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if role.lockTarget and not role.lockTarget:IsRealDead() and num == 1 then --嘲讽时对单个敌军生效
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return {role.lockTarget}
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end
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arr = RoleManager.Query(function (r) return r.camp ~= role.camp end)
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elseif chooseType == 3 then
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if role.ctrl_blind then --致盲时自身变随机友军
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arr = RoleManager.Query(function (r) return r.camp == role.camp end)
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BattleUtil.RandomList(arr)
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return {arr[1]}
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end
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return {role}
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elseif chooseType == 4 then
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if role.lockTarget and not role.lockTarget:IsRealDead() then --嘲讽时对仇恨目标生效
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return {role.lockTarget}
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end
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if role.ctrl_blind then --致盲时仇恨目标变随机
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arr = RoleManager.Query(function (r) return r.camp ~= role.camp end)
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BattleUtil.RandomList(arr)
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return {arr[1]}
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end
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return {RoleManager.GetAggro(role)}
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else
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arr = RoleManager.Query()
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end
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--选择范围
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if chooseLimit == 0 then --选择全体不做任何操作
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elseif chooseLimit == 1 then-- 前排
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local tempArr = BattleUtil.ChooseFRow(arr)
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if #tempArr == 0 then -- 没有选择后排
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tempArr = BattleUtil.ChooseBRow(arr)
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end
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arr = tempArr
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elseif chooseLimit == 2 then-- 后排
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local tempArr = BattleUtil.ChooseBRow(arr)
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if #tempArr == 0 then -- 没有选择前排
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tempArr = BattleUtil.ChooseFRow(arr)
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end
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arr = tempArr
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elseif chooseLimit == 3 then-- 对列
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local myCol = role.position % 3
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local tempArr = BattleUtil.ChooseCol(arr, myCol)
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if #tempArr == 0 then -- 对列没有人,按顺序找到有人得列
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for i = 1, 3 do
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local col = i % 3 -- 0 表示第三列嗷
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tempArr = BattleUtil.ChooseCol(arr, col)
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if #tempArr ~= 0 then
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break
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end
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end
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end
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arr = tempArr
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end
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-- 选择条件
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if chooseWeight == 0 or role.ctrl_blind then --致盲时排序无效
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BattleUtil.RandomList(arr)
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elseif chooseWeight == 1 then -- 生命值
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BattleUtil.SortByProp(arr, RoleDataName.Hp, sort)
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elseif chooseWeight == 2 then -- 血量百分比
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BattleUtil.SortByHpFactor(arr, sort)
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elseif chooseWeight == 3 then -- 攻击力
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BattleUtil.SortByProp(arr, RoleDataName.Attack, sort)
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elseif chooseWeight == 4 then -- 防御
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BattleUtil.SortByProp(arr, RoleDataName.PhysicalDefence, sort)
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elseif chooseWeight == 5 then -- 护甲
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BattleUtil.SortByProp(arr, RoleDataName.PhysicalDefence, sort)
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elseif chooseWeight == 6 then -- 魔抗
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BattleUtil.SortByProp(arr, RoleDataName.MagicDefence, sort)
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elseif chooseWeight == 7 then -- 对位及其相邻目标
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arr = RoleManager.GetNeighbor(role, chooseType)
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elseif chooseWeight == 8 then -- 对位
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arr = RoleManager.GetArrAggroList(role, arr)
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-- elseif chooseWeight == 9 then -- 展位距离
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-- BattleUtil.Sort(arr, function(a, b)
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-- local r1 = math.abs(role.position - a.position) * 10 + a.position
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-- local r2 = math.abs(role.position - b.position) * 10 + b.position
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-- if sort == 1 then return r1 > r2 else return r1 < r2 end
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-- end)
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end
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local finalArr = {}
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if num == 0 then
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finalArr = arr
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else
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for i = 1, num do
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if arr[i] then
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table.insert(finalArr, arr[i])
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end
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end
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end
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-- table.sort(finalArr, function(a, b)
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-- return a.position < b.position
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-- end)
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return finalArr
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end
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function BattleUtil.CreateBuffId(skill, index)
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local id = 0
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if skill.preAI then --主动技能生成buff
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id = skill.owner.uid * 10000 + index
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else --被动技能生成buff
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id = skill.owner.uid * 1000 + index
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end
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return id
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end
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-- 计算命中率
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function BattleUtil.CalHit(atkRole, defRole)
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--命中率 = clamp(自身命中率-敌方闪避率,0,1)
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local hit = atkRole:GetRoleData(RoleDataName.Hit)
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local dodge = defRole:GetRoleData(RoleDataName.Dodge)
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local bHit = Random.Range01() <= clamp(hit - dodge, 0, 1)
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if bHit then
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else
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atkRole.Event:DispatchEvent(BattleEventName.RoleDodge)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDodge)
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end
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return bHit
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end
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-- 计算护盾
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function BattleUtil.CalShield(atkRole, defRole, damage)
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for i=1, defRole.shield.size do
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local buff = defRole.shield.buffer[i]
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damage = buff:CountShield(damage, atkRole)
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end
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return damage
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end
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-- 提前计算护盾后伤害
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function BattleUtil.PreCountShield(defRole, damage)
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for i=1, defRole.shield.size do
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local buff = defRole.shield.buffer[i]
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damage = buff:PreCountShield(damage)
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end
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return damage
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end
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-- 秒杀
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function BattleUtil.Seckill(skill, atkRole, defRole)
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local damage = defRole:GetRoleData(RoleDataName.Hp)
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
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if finalDmg >= 0 then
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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defRole:SetDead()
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
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atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
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defRole.Event:DispatchEvent(BattleEventName.BeSeckill, atkRole)
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BattleLogic.Event:DispatchEvent(BattleEventName.Seckill, atkRole, defRole)
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end
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atkRole.Event:DispatchEvent(BattleEventName.RoleDamage, defRole, damage, false, finalDmg, 0, false, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDamaged, atkRole, damage, false, finalDmg, 0, false, skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleDamage, atkRole, defRole, damage, false, finalDmg, 0, false, skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeDamaged, defRole, atkRole, damage, false, finalDmg, 0, false, skill)
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if skill then
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atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, nil, finalDmg, nil, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, nil, finalDmg, nil, skill)
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end
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end
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end
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-- 计算真实伤害
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function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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bCrit = bCrit or false
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damageType = damageType or 0
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-- if atkRole.isTeam then
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-- --max(技能基础伤害*(1+已方异妖伤害加成-目标异妖伤害减免),30%×技能基础伤害)
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-- local arr = RoleManager.Query(function (r) return r.camp == atkRole.camp end)
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-- local n = 0
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-- for i=1, #arr do
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-- n = n + arr[i]:GetRoleData(RoleDataName.TeamDamageBocusFactor)
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-- end
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-- damage = floor(max(damage * (1 + n / #arr - defRole:GetRoleData(RoleDataName.TeamDamageReduceFactor)), 0.3 * damage))
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-- end
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--加入被动效果
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local damagingFunc = function(dmgDeduction)
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damage = damage - dmgDeduction
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end
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atkRole.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, defRole, damage, skill, dotType, bCrit)
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defRole.Event:DispatchEvent(BattleEventName.PassiveBeDamaging, damagingFunc, atkRole, damage, skill, dotType, bCrit)
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BattleLogic.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit)
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-- 计算护盾减伤
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damage = BattleUtil.CalShield(atkRole, defRole, damage)
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-- 造成的最终伤害
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local damagingFunc = function(dmgDeduction)
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damage = damage - dmgDeduction
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end
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atkRole.Event:DispatchEvent(BattleEventName.FinalDamage, damagingFunc, defRole, damage, skill, dotType, bCrit, damageType)
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defRole.Event:DispatchEvent(BattleEventName.FinalBeDamage, damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType)
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BattleLogic.Event:DispatchEvent(BattleEventName.FinalDamage, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit, damageType)
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--
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return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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end
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--检测是否有是金翅大鹏有不灭效果
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function BattleUtil.CheckIsNoDead(target)
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if target then
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return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
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end
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return false
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end
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function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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if damage < 0 then damage = 0 end
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
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if finalDmg >= 0 then
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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defRole:SetDead()
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
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end
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atkRole.Event:DispatchEvent(BattleEventName.RoleDamage, defRole, damage, bCrit, finalDmg, damageType, dotType, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDamaged, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleDamage, atkRole, defRole, damage, bCrit, finalDmg, damageType, dotType, skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeDamaged, defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill)
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if bCrit then
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atkRole.Event:DispatchEvent(BattleEventName.RoleCrit, defRole, damage, bCrit, finalDmg, damageType, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeCrit, atkRole, damage, bCrit, finalDmg, damageType, skill)
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end
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if skill then
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atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill)
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end
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end
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--
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BattleLogManager.Log(
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"Final Damage",
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"acamp", atkRole.camp,
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"apos", atkRole.position,
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"tcamp", defRole.camp,
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"tpos", defRole.position,
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"damage", damage,
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"dotType", tostring(dotType)
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)
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return finalDmg
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end
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--执行完整的命中,伤害,暴击计算,返回命中,暴击
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--skill造成伤害的技能 atkRole攻击者 defRole受击者 damageType伤害类型 baseFactor伤害系数 ignoreDef无视防御参数 dotType是持续伤害类型
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function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, ignoreDef, dotType)
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-- 判断是否命中
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if skill and not skill:CheckTargetIsHit(defRole) then
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BattleLogic.Event:DispatchEvent(BattleEventName.HitMiss, atkRole, defRole, skill)
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atkRole.Event:DispatchEvent(BattleEventName.HitMiss, defRole, skill)
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defRole.Event:DispatchEvent(BattleEventName.BeHitMiss, atkRole, skill)
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return 0
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end
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-- 如果是队伍技能,计算真实伤害,则damageType为伤害值
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if atkRole.isTeam and not defRole:IsDead() then
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return BattleUtil.ApplyDamage(skill, atkRole, defRole, damageType), false
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end
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-- 计算技能额外伤害系数加成
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baseFactor = baseFactor or 1
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local factorFunc = function(exFactor) baseFactor = baseFactor + exFactor end
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atkRole.Event:DispatchEvent(BattleEventName.RoleDamageBefore, defRole, factorFunc, damageType, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedBefore, atkRole, factorFunc, damageType, skill)
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baseFactor = BattleUtil.ErrorCorrection(baseFactor)
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local baseDamage
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-- 防御(据伤害类型决定)
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local defence = 0
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if damageType == 1 then --1 物理 2 魔法
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defence = defRole:GetRoleData(RoleDataName.PhysicalDefence)
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else
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defence = defRole:GetRoleData(RoleDataName.MagicDefence)
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end
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-- 攻击力
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local attack = atkRole:GetRoleData(RoleDataName.Attack)
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-- 无视防御系数
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ignoreDef = 1 - (ignoreDef or 0)
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-- 基础伤害 = 攻击力 - 防御力
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baseDamage = max(attack - BattleUtil.FP_Mul(0.5, defence, ignoreDef), 0)
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-- 基础伤害增加系数
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local addDamageFactor = 1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defRole:GetRoleData(RoleDataName.DamageReduceFactor)
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-- 是否暴击: 暴击率 = 自身暴击率 - 对方抗暴率
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local bCrit = false
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local critRandom = Random.Range01()
|
||
local critCondition = clamp(atkRole:GetRoleData(RoleDataName.Crit) - defRole:GetRoleData(RoleDataName.Tenacity), 0, 1)
|
||
bCrit = critRandom <= critCondition
|
||
bCrit = bCrit or defRole.isFlagCrit == true -- 必定暴击
|
||
|
||
-- 计算暴伤害系数
|
||
local critDamageFactor = 1
|
||
local critDamageReduceFactor = 0 -- 暴击伤害减免
|
||
--计算暴击
|
||
if bCrit then
|
||
--加入被动效果 触发暴击被动
|
||
local cl = {}
|
||
local onCritDamageReduceFactor = function(v, ct)
|
||
if v then
|
||
table.insert(cl, {v, ct})
|
||
end
|
||
end
|
||
atkRole.Event:DispatchEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor, atkRole, defRole)
|
||
defRole.Event:DispatchEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor, atkRole, defRole)
|
||
BattleLogic.Event:DispatchEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor, atkRole, defRole)
|
||
critDamageReduceFactor = max(BattleUtil.CountChangeList(critDamageReduceFactor, cl), 0)
|
||
|
||
-- 计算额外暴击伤害
|
||
critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageFactor) - critDamageReduceFactor
|
||
|
||
--加入被动效果 触发暴击被动
|
||
local critFunc = function(critEx) critDamageFactor = critEx end
|
||
atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc)
|
||
end
|
||
|
||
-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数
|
||
local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor))
|
||
|
||
-- 公式计算完成
|
||
local damageFunc = function(damage) fixDamage = damage end
|
||
atkRole.Event:DispatchEvent(BattleEventName.RoleDamageAfter, defRole, damageFunc, fixDamage)
|
||
defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedAfter, atkRole, damageFunc, fixDamage)
|
||
|
||
|
||
fixDamage = max(floor(attack * 0.1), fixDamage)
|
||
|
||
|
||
local finalDmg = 0 --计算实际造成的扣血
|
||
if not defRole:IsRealDead() then
|
||
finalDmg = BattleUtil.ApplyDamage(skill, atkRole, defRole, fixDamage, bCrit, damageType, dotType)
|
||
end
|
||
return finalDmg, bCrit
|
||
end
|
||
|
||
function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor)
|
||
if targetRole.ctrl_noheal or targetRole:IsDead() then --禁疗和死亡无法加血
|
||
return
|
||
end
|
||
targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
|
||
BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
|
||
end
|
||
|
||
function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
|
||
if targetRole.ctrl_noheal or targetRole:IsDead() then --禁疗和死亡无法加血
|
||
return
|
||
end
|
||
baseFactor = baseFactor or 1
|
||
local maxHp = targetRole:GetRoleData(RoleDataName.MaxHp)
|
||
local hp = targetRole:GetRoleData(RoleDataName.Hp)
|
||
|
||
-- 计算被动对治疗系数的影响
|
||
local treatFactorFunc = function(df, dt)
|
||
baseFactor = BattleUtil.CountValue(baseFactor, df, dt)
|
||
end
|
||
castRole.Event:DispatchEvent(BattleEventName.PassiveTreatingFactor, treatFactorFunc, targetRole)
|
||
targetRole.Event:DispatchEvent(BattleEventName.PassiveBeTreatedFactor, treatFactorFunc, castRole)
|
||
|
||
local factor = castRole.isTeam and 1 or castRole:GetRoleData(RoleDataName.TreatFacter) --释放者为team则不计算治疗加成属性
|
||
local factor2 = targetRole:GetRoleData(RoleDataName.CureFacter)
|
||
local baseTreat = BattleUtil.FP_Mul(value, baseFactor, factor, factor2)
|
||
|
||
--加入被动效果
|
||
local cl = {}
|
||
local function treatingFunc(v, ct)
|
||
if v then
|
||
table.insert(cl, {v, ct})
|
||
end
|
||
end
|
||
-- local treatingFunc = function(exFactor) baseTreat = floor(baseTreat * (exFactor + 1) + 0.5) end
|
||
castRole.Event:DispatchEvent(BattleEventName.PassiveTreating, treatingFunc, targetRole)
|
||
targetRole.Event:DispatchEvent(BattleEventName.PassiveBeTreated, treatingFunc, castRole)
|
||
baseTreat = BattleUtil.CountChangeList(baseTreat, cl)
|
||
|
||
|
||
-- 取整
|
||
local baseTreat = floor(baseTreat + 0.5)
|
||
|
||
local treat = min(baseTreat, maxHp - hp)
|
||
if treat > 0 then
|
||
targetRole.data:AddValue(RoleDataName.Hp, treat)
|
||
end
|
||
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
|
||
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
||
|
||
--
|
||
BattleLogManager.Log(
|
||
"Final Damage",
|
||
"acamp", castRole.camp,
|
||
"apos", castRole.position,
|
||
"tcamp", targetRole.camp,
|
||
"tpos", targetRole.position,
|
||
"value", value
|
||
)
|
||
end
|
||
|
||
|
||
|
||
-- 检测命中
|
||
function BattleUtil.CheckIsHit(atkRole, defRole)
|
||
-- 是否命中: 命中 = 自身命中率 - 对方闪避率
|
||
local isHit = false
|
||
local hitRandom = Random.Range01()
|
||
local hitCondition = clamp(atkRole:GetRoleData(RoleDataName.Hit) - defRole:GetRoleData(RoleDataName.Dodge), 0, 1)
|
||
isHit = hitRandom <= hitCondition
|
||
return isHit
|
||
end
|
||
|
||
|
||
|
||
|
||
function BattleUtil.RandomAction(rand, action)
|
||
if Random.Range01() <= rand and action then
|
||
action()
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
|
||
--
|
||
function BattleUtil.RandomControl(rand, ctrl, caster, target, round)
|
||
|
||
local cl = {}
|
||
local function _CallBack(v, ct)
|
||
if v then
|
||
table.insert(cl, {v, ct})
|
||
end
|
||
end
|
||
caster.Event:DispatchEvent(BattleEventName.PassiveRandomControl, _CallBack, ctrl, target)
|
||
target.Event:DispatchEvent(BattleEventName.PassiveBeRandomControl, _CallBack, ctrl, target)
|
||
rand = BattleUtil.CountChangeList(rand, cl)
|
||
|
||
return BattleUtil.RandomAction(rand, function()
|
||
local buff = Buff.Create(caster, BuffName.Control, round, ctrl)
|
||
target:AddBuff(buff)
|
||
end)
|
||
end
|
||
|
||
--
|
||
function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage)
|
||
|
||
local cl = {}
|
||
local dcl = {}
|
||
local function _CallBack(v, ct, dv, dct)
|
||
if v then
|
||
table.insert(cl, {v, ct})
|
||
end
|
||
if dv then
|
||
table.insert(dcl, {dv, dct})
|
||
end
|
||
end
|
||
caster.Event:DispatchEvent(BattleEventName.PassiveRandomDot, _CallBack, dot)
|
||
target.Event:DispatchEvent(BattleEventName.PassiveBeRandomDot, _CallBack, dot)
|
||
rand = BattleUtil.CountChangeList(rand, cl)
|
||
damage = BattleUtil.CountChangeList(damage, dcl)
|
||
|
||
return BattleUtil.RandomAction(rand, function()
|
||
local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage)
|
||
buff.isRealDamage = true
|
||
target:AddBuff(buff)
|
||
end)
|
||
end
|
||
|
||
|
||
function BattleUtil.RandomList(arr)
|
||
if #arr <= 1 then return end
|
||
local index
|
||
for i=#arr, 1, -1 do
|
||
index = Random.RangeInt(1, i)
|
||
arr[i], arr[index] = arr[index], arr[i]
|
||
end
|
||
end
|
||
|
||
function BattleUtil.Sort(arr, comp)
|
||
if #arr <= 1 then return arr end
|
||
for i=1, #arr do
|
||
for j = #arr, i+1, -1 do
|
||
if comp(arr[j-1], arr[j]) then
|
||
arr[j-1], arr[j] = arr[j], arr[j-1]
|
||
end
|
||
end
|
||
end
|
||
return arr
|
||
end
|
||
|
||
function BattleUtil.GetPropertyName(type)
|
||
if type == 1 then
|
||
return RoleDataName.Strength
|
||
elseif type == 2 then
|
||
return RoleDataName.Energy
|
||
elseif type == 3 then
|
||
return RoleDataName.Vitality
|
||
elseif type == 4 then
|
||
return RoleDataName.Dexterity
|
||
elseif type == 5 then
|
||
return RoleDataName.Speed
|
||
elseif type == 6 then
|
||
return RoleDataName.PhysicalAttack
|
||
elseif type == 7 then
|
||
return RoleDataName.MagicAttack
|
||
elseif type == 8 then
|
||
return RoleDataName.PhysicalDefence
|
||
elseif type == 9 then
|
||
return RoleDataName.MagicDefence
|
||
end
|
||
end
|
||
|
||
function BattleUtil.GetHPPencent(role)
|
||
return role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp)
|
||
end
|
||
|
||
-- 计算数值
|
||
function BattleUtil.CountValue(v1, v2, ct)
|
||
local v = v1
|
||
if ct == 1 then --加算
|
||
v = v + v2
|
||
elseif ct == 2 then --乘加算(百分比属性加算)
|
||
v = v * (1 + v2)
|
||
elseif ct == 3 then --减算
|
||
v = v - v2
|
||
elseif ct == 4 then --乘减算(百分比属性减算)
|
||
v = v * (1 - v2)
|
||
elseif ct == 5 then -- 覆盖
|
||
v = v2
|
||
end
|
||
-- 做一个正确性检测
|
||
-- v = BattleUtil.ErrorCorrection(v)
|
||
return v
|
||
end
|
||
|
||
-- 计算数值改变
|
||
function BattleUtil.CountChangeList(v, changeList)
|
||
local aplist = {}
|
||
local splist = {}
|
||
local cplist = {}
|
||
local fv = v
|
||
-- 先算绝对值
|
||
for _, change in ipairs(changeList) do
|
||
local cv = change[1]
|
||
local ct = change[2]
|
||
if ct then
|
||
if ct == 1 or ct == 3 then
|
||
fv = BattleUtil.CountValue(fv, cv, ct)
|
||
elseif ct == 2 then
|
||
table.insert(aplist, change)
|
||
elseif ct == 4 then
|
||
table.insert(splist, change)
|
||
elseif ct == 5 then
|
||
table.insert(cplist, change)
|
||
end
|
||
end
|
||
end
|
||
-- 加乘(对基数进行加乘)
|
||
for _, change in ipairs(aplist) do
|
||
local cv = change[1]
|
||
local ct = change[2]
|
||
fv = fv + (BattleUtil.CountValue(v, cv, ct) - v)
|
||
end
|
||
-- 减乘(对最终数值进行减乘算)
|
||
for _, change in ipairs(splist) do
|
||
local cv = change[1]
|
||
local ct = change[2]
|
||
fv = BattleUtil.CountValue(fv, cv, ct)
|
||
end
|
||
-- 覆盖
|
||
for _, change in ipairs(cplist) do
|
||
local cv = change[1]
|
||
local ct = change[2]
|
||
fv = BattleUtil.CountValue(fv, cv, ct)
|
||
end
|
||
return fv
|
||
end
|
||
|
||
-- 检测技能伤害治疗加乘
|
||
function BattleUtil.CheckSkillDamageHeal(f, caster, target)
|
||
|
||
local cl = {}
|
||
local function _CallBack(v, ct)
|
||
if v then
|
||
table.insert(cl, {v, ct})
|
||
end
|
||
end
|
||
caster.Event:DispatchEvent(BattleEventName.PassiveSkillDamageHeal, _CallBack)
|
||
target.Event:DispatchEvent(BattleEventName.PassiveBeSkillDamageHeal, _CallBack)
|
||
f = BattleUtil.CountChangeList(f, cl)
|
||
|
||
return f
|
||
end
|
||
|
||
-- 检测技能伤害治疗加乘
|
||
function BattleUtil.CheckSeckill(bf, kf, caster, target)
|
||
|
||
local bcl = {}
|
||
local kcl = {}
|
||
local function _CallBack(bv, bct, kv, kct)
|
||
if bv and bct then
|
||
table.insert(bcl, {bv, bct})
|
||
end
|
||
if kv and kct then
|
||
table.insert(kcl, {kv, kct})
|
||
end
|
||
end
|
||
caster.Event:DispatchEvent(BattleEventName.PassiveSeckill, _CallBack)
|
||
target.Event:DispatchEvent(BattleEventName.PassiveBeSeckill, _CallBack)
|
||
bf = BattleUtil.CountChangeList(bf, bcl)
|
||
kf = BattleUtil.CountChangeList(kf, kcl)
|
||
|
||
return bf, kf
|
||
end
|
||
|
||
|
||
-- 获取位置类型
|
||
-- 1 前排
|
||
-- 2 后排
|
||
function BattleUtil.GetRolePosType(pos)
|
||
if pos <= 3 then
|
||
return 1
|
||
elseif pos > 3 then
|
||
return 2
|
||
end
|
||
end
|
||
|
||
-- 根据位置类型获取数据
|
||
function BattleUtil.GetRoleListByPosType(camp, posType)
|
||
if posType == 1 then
|
||
return RoleManager.Query(function (r) return r.camp == camp and r.position <= 3 end)
|
||
elseif posType == 2 then
|
||
return RoleManager.Query(function (r) return r.camp == camp and r.position > 3 end)
|
||
end
|
||
end
|
||
|
||
|
||
-- 通用增加属性的方法
|
||
function BattleUtil.AddProp(role, prop, value, ct)
|
||
if ct == 1 then --加算
|
||
role.data:AddValue(BattlePropList[prop], value)
|
||
elseif ct == 2 then --乘加算(百分比属性加算)
|
||
role.data:AddPencentValue(BattlePropList[prop], value)
|
||
elseif ct == 3 then --减算
|
||
role.data:SubValue(BattlePropList[prop], value)
|
||
elseif ct == 4 then --乘减算(百分比属性减算)
|
||
role.data:SubPencentValue(BattlePropList[prop], value)
|
||
end
|
||
end |