510 lines
18 KiB
Lua
510 lines
18 KiB
Lua
Buff = {}
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local floor = math.floor
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local buffPoolList = {}
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local BuffRegister = {
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[BuffName.PropertyChange] = "PropertyChange",
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[BuffName.Control] = "Control",
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[BuffName.DOT] = "DOT",
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[BuffName.HOT] = "HOT",
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[BuffName.Shield] = "Shield",
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[BuffName.Immune] = "Immune",
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[BuffName.Curse] = "Curse",
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[BuffName.KylinMark] = "KylinMark",
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[BuffName.Exile] = "Exile",
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[BuffName.NoDead] = "NoDead",
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[BuffName.Aura] = "Aura",
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[BuffName.Brand] = "Brand",
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[BuffName.Blood] = "Blood",
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[BuffName.BanBlood] = "BanBlood",
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[BuffName.SigilSign] = "SigilSign",
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[BuffName.CommonSign] = "CommonSign",
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[BuffName.BreakArmor] = "BreakArmor",
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[BuffName.AddAttack] = "AddAttack",
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[BuffName.Suppress] = "Suppress",
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[BuffName.BuDongSign] = "BuDongSign",
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[BuffName.FalseNoDead] = "FalseNoDead",
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[BuffName.SuckBlood] = "SuckBlood",
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}
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local getBuff = function(type)
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if not buffPoolList[type] then
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buffPoolList[type] = BattleObjectPool.New(function (type)
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return require("Modules/Battle/Logic/Buff/"..BuffRegister[type]):New()
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end)
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end
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return buffPoolList[type]:Get(type)
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end
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local putBuff = function(buff)
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if buffPoolList[buff.type] then
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buffPoolList[buff.type]:Put(buff)
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end
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end
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local buffListPool = BattleObjectPool.New(function ()
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return BattleList.New()
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end)
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function Buff:New()
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local o = {}
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Buff.Create(caster, type, duration, ...)
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local buff = getBuff(type)
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buff.type = type
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buff.id = BuffManager.GenerateBuffId()
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buff.caster = caster
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buff.disperse = false --该值为true时,buff在下一帧被清除
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buff.cover = false --该值为true时,同类型新buff会覆盖旧buff
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buff.clear = true --该值为false时,buff不可被驱散,除非无条件驱散
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buff.duration = duration or 0 --持续时间为0时buff永久存在
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buff.interval = -1 --间隔帧为0时每回合触发,小于0不触发 默认不触发OnTrigger
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-- buff.framePass = 0
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buff.roundPass = 0
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buff.startRound = BattleLogic.GetCurRound()
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-- 重置buff状态
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buff.isBuff = nil
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buff.isDeBuff = nil
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buff:SetData(...)
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return buff
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end
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-- 设置触发间隔
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function Buff:SetInterval(interval)
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self.interval = interval
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return self
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end
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-- 改变buff的轮次
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function Buff:ChangeBuffDuration(type, value)
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-- 永久存在改变无效
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if self.duration <= 0 then
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return
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end
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-- 计算
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local finalDuration = BattleUtil.ErrorCorrection(BattleUtil.CountValue(self.duration, value, type))
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self.duration = floor(finalDuration)
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if self.roundDuration then
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self.roundDuration = finalDuration
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end
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-- 发送事件
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self.caster.Event:DispatchEvent(BattleEventName.BuffDurationChange, self)
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end
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function Buff:CompareWith(buff)
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if self.type == buff.type then
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if self.OnCompare then
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return self:OnCompare(buff)
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else
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return true
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end
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else
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return false
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end
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end
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BuffManager = {}
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BuffManager.__index = BuffManager
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local curBuffId
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function BuffManager.New()
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local instance = {owner=0, buffQueue = BattleQueue.New(), buffDic = BattleDictionary.New()}
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setmetatable(instance, BuffManager)
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return instance
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end
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-- 根据类型获取buff的刷新级别
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-- local _TypeToLevel = {
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-- [] = ,
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-- }
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function BuffManager.GetLevelByType(type)
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end
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function BuffManager:Init()
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while self.buffQueue.size > 0 do
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putBuff(self.buffQueue:Dequeue())
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end
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for i = 1, self.buffDic.size do
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local list = self.buffDic.vList[i]
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for j=1, list.size do
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putBuff(list.buffer[j])
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end
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list:Clear()
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buffListPool:Put(list)
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end
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self.buffDic:Clear()
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curBuffId = 0
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end
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function BuffManager.GenerateBuffId()
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if not curBuffId then
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curBuffId = 0
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end
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curBuffId = curBuffId + 1
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return curBuffId
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end
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function BuffManager:AddBuff(target, buff)
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-- 灵兽无效
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if target.type == BattleUnitType.Monster then
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return
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end
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buff.target = target
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self.buffQueue:Enqueue(buff)
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-- buff.frameDuration = floor(buff.duration * BattleLogic.GameFrameRate)
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--if buff.isBuff then --TODO:增益buff持续时间加成
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-- local buffBocus = buff.caster:GetRoleData(RoleDataName.BuffBocus)
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-- buff.frameDuration = floor(buff.duration * (1 + buffBocus + buff.exCtrlTime) * BattleLogic.GameFrameRate)
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--end
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--
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--if buff.isDeBuff then --TODO:减益buff持续时间减免
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-- local debuffReduce = self.owner:GetRoleData(RoleDataName.DebuffReduce)
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-- buff.frameDuration = floor(buff.duration * (1 - debuffReduce - buff.exCtrlTime) * BattleLogic.GameFrameRate)
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--end
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-- buff.frameInterval = floor(buff.interval * BattleLogic.GameFrameRate)
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buff.roundDuration = buff.duration
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buff.roundInterval = buff.interval
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buff.caster.Event:DispatchEvent(BattleEventName.BuffCaster, buff)
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buff.caster.Event:DispatchEvent(BattleEventName.BuffCaster2, buff)
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buff.target.Event:DispatchEvent(BattleEventName.BuffBeAdd, buff)
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BattleLogManager.Log(
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"Role add Buff",
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"buff.type", tostring(buff.type),
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"target.camp==", tostring(target.camp),
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"target.position", tostring(target.position),
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"caster.camp==", tostring(buff.caster.camp),
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"caster.position", tostring(buff.caster.position)
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)
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-- 用于记录统计
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BattleLogic.Event:DispatchEvent(BattleEventName.RecordBuff, buff.caster, buff.target, buff)
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end
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function BuffManager:QueryBuff(target, checkFunc)
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for i=1, self.buffDic.size do
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local list = self.buffDic.vList[i]
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for j=1, list.size do
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local buff = list.buffer[j]
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if buff.target == target then
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if checkFunc then
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checkFunc(buff)
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end
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end
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end
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end
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end
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function BuffManager:GetBuff(target, checkFunc)
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local blist = {}
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for i=1, self.buffDic.size do
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local list = self.buffDic.vList[i]
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for j=1, list.size do
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local buff = list.buffer[j]
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if buff.target == target then
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if not checkFunc or checkFunc(buff)then
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table.insert(blist, buff)
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end
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end
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end
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end
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return blist
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end
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--根据条件获取所有的buff
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function BuffManager:GetAllBuffByFunc(checkFunc)
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local blist = {}
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for i=1, self.buffDic.size do
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local list = self.buffDic.vList[i]
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for j=1, list.size do
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local buff = list.buffer[j]
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if not checkFunc or checkFunc(buff)then
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table.insert(blist, buff)
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end
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end
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end
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return blist
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end
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function BuffManager:HasBuff(target, type, checkFunc,caster,dotType)
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--如果当前是判断燃烧buff and 当前目标是攻击的主目标则直接返回true
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if type== BuffName.DOT and caster and dotType and dotType==1 and (caster.curMainTarget==target or caster.isAllBurn) then
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return true
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end
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if self.buffDic.kvList[type] then
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local buffList = self.buffDic.kvList[type]
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for i=1, buffList.size do
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local v = buffList.buffer[i]
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if v.target == target then
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if (not checkFunc or (checkFunc and checkFunc(v))) then
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return true
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end
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end
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end
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end
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return false
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end
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--func为nil时无条件清除,否则判定clear值,执行func
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function BuffManager:ClearBuff(target, func)
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for i = 1, self.buffDic.size do
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local list = self.buffDic.vList[i]
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if list.size > 0 then
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local idx = 1
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while idx <= list.size do
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local buff = list.buffer[idx]
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if buff.target == target and (not func or (func and buff.clear and func(buff))) then
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if not buff.target:IsRealDead() then
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if buff.type== BuffName.Shield then
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buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Shield)
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elseif buff.type== BuffName.DOT or buff.type==BuffName.Control or buff.type==BuffName.BanBlood or buff.type==BuffName.Curse then
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buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
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elseif buff.type==BuffName.PropertyChange and buff.changeType and (buff.changeType==3 or buff.changeType==4 )then
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buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
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end
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end
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buff:OnEnd()
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buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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putBuff(buff)
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list:Remove(idx)
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else
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idx = idx + 1
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end
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end
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end
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end
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end
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function BuffManager:PutBuff(buff)
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putBuff(buff)
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end
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function BuffManager:GetBuffCount(type)
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if self.buffDic[type] then
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return self.buffDic[type].size
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end
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return 0
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end
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-- 每帧刷新
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function BuffManager:Update()
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-- 检测上一帧生成的buff,加入管理
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while self.buffQueue.size > 0 do
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local buff = self.buffQueue:Dequeue()
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local buffList
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if not self.buffDic.kvList[buff.type] then
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buffList = buffListPool:Get()
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self.buffDic:Add(buff.type, buffList)
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else
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buffList = self.buffDic.kvList[buff.type]
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end
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-- 是覆盖类型的buff且有老buff buff表现层修改所有cover 字段没用了 注释 by:王振兴 2021/03/11 20:40
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-- if buff.cover and buffList.size > 0 then
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-- local isCovered = false
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-- for i=1, buffList.size do
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-- local oldBuff = buffList.buffer[i]
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-- if oldBuff.cover and oldBuff.target == buff.target and oldBuff.clear == buff.clear and oldBuff:OnCover(buff) then --判定该效果能否被覆盖
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-- -- 结束并回收老buff
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-- oldBuff:OnEnd()
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-- oldBuff.target.Event:DispatchEvent(BattleEventName.BuffEnd, oldBuff)
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-- putBuff(oldBuff)
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-- -- 覆盖老buff
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-- buffList.buffer[i] = buff
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-- buff:OnStart()
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-- buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
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-- buff.target.Event:DispatchEvent(BattleEventName.BuffCover, buff)
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-- isCovered = true
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-- break
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-- end
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-- end
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-- -- 没有覆盖,新buff
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-- if not isCovered then
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-- buffList:Add(buff)
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-- buff:OnStart()
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-- buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
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-- end
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-- else
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-- -- 新buff
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-- buffList:Add(buff)
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-- buff:OnStart()
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-- buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
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-- end
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buffList:Add(buff)
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buff:OnStart()
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BattleLogManager.Log(
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"Add Buff",
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"camp", buff.caster.camp,
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"position", buff.caster.position,
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"id", buff.id,
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"type", buff.type)
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buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
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BattleLogic.Event:DispatchEvent(BattleEventName.BuffStart, buff)
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end
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-- 清除过期buff
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for i=1, self.buffDic.size do
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local buffList = self.buffDic.vList[i]
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if buffList.size > 0 then
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local index = 1
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while index <= buffList.size do
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local buff = buffList.buffer[index]
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if buff.disperse then
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buff:OnEnd()
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buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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BattleLogic.Event:DispatchEvent(BattleEventName.BuffBeClear, buff)
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putBuff(buff)
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buffList:Remove(index)
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else
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index = index + 1
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end
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end
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end
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end
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end
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-- 计算buff 剩余步数(根据当前回合人刷新其造成的所有buff回合数)
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function BuffManager:PassUpdate()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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for i=1, self.buffDic.size do
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local buffList = self.buffDic.vList[i]
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if buffList.size > 0 then
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for index = 1, buffList.size do
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local buff = buffList.buffer[index]
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if not buff.disperse -- 没过期
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and buff.caster.camp == curCamp -- 释放者是当前轮到的人
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and buff.caster.position == curPos
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.type~=BuffName.NoDead
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and not buff.target.isExile --放逐单位buff不会更新
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then
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-- 当前轮释放的buff不结算
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if buff.startRound ~= BattleLogic.GetCurRound() then
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buff.roundPass = buff.roundPass + 1
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--如果是Dot类的buff 判断触发次数;其他的还按照之前的逻辑判断 by:wangzhenxing 2021/08/27
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if buff.triggerTime then
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--现在按照 每回合都会触发来处理的;如果存在4回合触发2次的还需处理 by:wangzhenxing 2021/08/27
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if buff.triggerTime==buff.roundDuration then
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buff.disperse = true
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end
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else
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if buff.roundPass >= buff.roundDuration then
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buff.disperse = true
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end
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end
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buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
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end
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end
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end
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end
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end
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end
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--只更新不灭buff
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function BuffManager:PassUpdateNoDead()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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for i=1, self.buffDic.size do
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local buffList = self.buffDic.vList[i]
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if buffList.size > 0 then
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for index = 1, buffList.size do
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local buff = buffList.buffer[index]
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if not buff.disperse -- 没过期
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and buff.caster.camp == curCamp -- 释放者是当前轮到的人
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and buff.caster.position == curPos
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.type==BuffName.NoDead --不灭在这里处理
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and not buff.target.isExile --放逐单位buff不会更新
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then
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-- 当前轮释放的buff不结算
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buff.roundPass = buff.roundPass + 1
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if buff.roundPass >= buff.roundDuration then
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buff.disperse = true
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end
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buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
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end
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end
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end
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end
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end
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--计算灵兽buff更新
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function BuffManager:PassMonsterUpdate()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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for i=1, self.buffDic.size do
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local buffList = self.buffDic.vList[i]
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if buffList.size > 0 then
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for index = 1, buffList.size do
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local buff = buffList.buffer[index]
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if (not buff.disperse -- 没过期
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type==BattleUnitType.Monster --灵兽的buff在这里处理
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and not buff.target.isExile) --放逐单位buff不会更新
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or (not buff.disperse -- 没过期
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type==BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.target.isExile
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and buff.type==BuffName.Exile)
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-- and buff.type~=BuffName.Exile --buff名称不是放逐
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then
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-- 当前轮释放的buff不结算
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if buff.startRound ~= BattleLogic.GetCurRound() then
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buff.roundPass = buff.roundPass + 1
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if buff.roundPass >= buff.roundDuration then
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buff.disperse = true
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end
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buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
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end
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end
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end
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end
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end
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end
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-- 每一个人的轮次都刷新
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function BuffManager:TurnUpdate(sort)
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local curCamp, curPos = BattleLogic.GetCurTurn()
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for i=1, self.buffDic.size do
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local buffList = self.buffDic.vList[i]
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if buffList.size > 0 then
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for index = 1, buffList.size do
|
||
local buff = buffList.buffer[index]
|
||
if not buff.disperse -- 没有过期
|
||
and buff.sort == sort -- 当前buff刷新等级
|
||
and buff.target.camp == curCamp -- 当前阵营
|
||
and not buff.target.isExile --放逐单位buff不会更新
|
||
and buff.target.position == curPos then -- 当前位置
|
||
|
||
--触发buff
|
||
if buff.roundInterval >= 0 then
|
||
if buff.roundInterval == 0 or buff.roundPass % buff.roundInterval == 0 then
|
||
if not buff:OnTrigger() then
|
||
buff.disperse = true
|
||
end
|
||
buff.target.Event:DispatchEvent(BattleEventName.BuffTrigger, buff)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end |