miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua

359 lines
10 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

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