745 lines
37 KiB
Lua
745 lines
37 KiB
Lua
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local equipsuite = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local jewelRankupConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
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local jewelResonanceConfig = ConfigManager.GetConfig(ConfigName.JewelResonanceConfig)
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local passiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
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local XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
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Hero_Prop_Type = {
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Base = 0, -- 基础属性,自身成长
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Equip = 1, -- 装备
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EquipTreasure = 2, -- 宝物
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PassiveSkill = 4, -- 被动,天赋
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Talisman = 5, -- 法宝
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SoulPrint = 6, -- 魂印
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SkinAdd = 7, -- 皮肤
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LikeAbility = 8, -- 好感度
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GodSoul = 9, -- 神魂
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TailsManSou = 10, -- 法宝之魂
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GodPrint = 11, --神印
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FaXiang= 12, --法相
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Gift = 13, --礼物
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Training = 14, --特训
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}
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local BattlePropToConfig = {}
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local TargetPropToConfig = {}
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-- 将战斗中的被动属性转为ui用的属性
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local function BattlePropToUIProp(id, v, ct)
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if not BattlePropToConfig[id] then
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BattlePropToConfig[id] = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", id)
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end
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local config = BattlePropToConfig[id]
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if not config then
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return id, v
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end
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local propId = config.PropertyId
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local style = config.Style
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local value = style == 1 and v or v * 10000
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if ct == 1 then
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return propId, value
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elseif ct == 2 then
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-- 对固定值的百分比加成转换成 对应的属性
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if style == 1 then
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if not TargetPropToConfig[propId] then
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TargetPropToConfig[propId] = ConfigManager.TryGetConfigDataByKey(ConfigName.PropertyConfig, "TargetPropertyId", propId)
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end
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if TargetPropToConfig[propId] then
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local propId2 = TargetPropToConfig[propId].PropertyId
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local value = TargetPropToConfig[propId].Style == 1 and v or v * 10000
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if propId2 then
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return propId2, value
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end
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end
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end
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return propId, value
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elseif ct == 3 then
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return propId, -value
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elseif ct == 4 then
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return propId, value
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end
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end
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-- 被动技能转换为属性列表
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local function PassiveListToPropList(skillids)
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local propList = {} -- 自身属性
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local conPropList = {} -- 条件属性
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local teamPropList = {} -- 团队属性
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local conTeamPropList = {} -- 团队条件属性
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local dePropList = {} -- 百分比减益属性(特殊计算)
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for i = 1, #skillids do
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local skillid = skillids[i]
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if passiveSkillLogicConfig[skillid] then
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local curSkillData = passiveSkillLogicConfig[skillid]
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if curSkillData.EffectiveRange > 1 then
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local args = curSkillData.Value
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-- 计算
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local pId, v, ct,ele
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if curSkillData.Type == 90 then -- [a]增加[b],[c]改变 || a[属性]b[float]c[改变类型]
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pId, v, ct = args[1], args[2], args[3]
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elseif curSkillData.Type == 94 then -- 全体上阵武将增加[a]%[b],[c]改变 || a[float]b[属性]c[改变类型]
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pId, v, ct = args[2], args[1], args[3]
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elseif curSkillData.Type == 171 then -- 武将100级后每升一级[a]额外增加[b],[c]改变(战斗外实现) || a[属性]b[float]c[改变类型]
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pId, v, ct = args[1], args[2], args[3]
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elseif curSkillData.Type == 129 then -- 全体上阵[a]元素角色增加[b]%[c],[d]改变 || a[元素]b[float]c[属性]d[改变类型]
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pId, v, ct = args[3], args[2], args[4]
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elseif curSkillData.Type ==413 then
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pId, v, ct,ele = args[3],args[2],args[4],args[1] --a[int],b[float],c[属性],d[int]
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end
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-- 获取UI属性
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LogRed_Prop(string.format("args = %s|%s|%s", pId, v, ct))
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local propId, value = BattlePropToUIProp(pId, v, ct)
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LogRed_Prop(string.format("prop = %s|%s", propId, value))
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if curSkillData.EffectiveRange == 2 then --战前个人
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if ct == 4 then -- 减益效果
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table.insert(dePropList, {propId = propId ,value = value})
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elseif curSkillData.Type == 171 then -- 100级才开始加成(个人条件属性)
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local propList = {}
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propList[propId] = value
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table.insert(conPropList, {type = Condition_Prop_Type.LV_100, propList = propList, args = args})
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else
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if not propList[propId] then
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propList[propId] = 0
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end
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propList[propId] = propList[propId] + value
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end
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else
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-- 条件
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if curSkillData.Type == 129 then -- (团队条件属性)
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local propList = {}
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propList[propId] = value
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table.insert(conTeamPropList, {type = Condition_Prop_Type.ELE_TEAM_ADD, propList = propList, args = args})
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elseif curSkillData.Type == 413 then
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local propList = {}
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propList[propId] = value
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table.insert(conTeamPropList, {type = Condition_Prop_Type.TEAM_ELE_NUM, propList = propList, args = args})
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else
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if not teamPropList[propId] then
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teamPropList[propId] = 0
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end
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teamPropList[propId] = teamPropList[propId] + value
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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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return propList, conPropList, teamPropList, conTeamPropList, dePropList
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end
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Hero_Prop_Func = {
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-- 基础属性计算
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[Hero_Prop_Type.Base] = function(_heroData)
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local allAddProVal = {}
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local tData = heroConfig[_heroData.tId]
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local curLvNum = _heroData.lv
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local breakId = _heroData.breakId
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local upStarId = _heroData.upStarId
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allAddProVal[HeroProType.Attack] = HeroManager.CalculateProVal( tData.Attack, curLvNum,breakId, upStarId, HeroProType.Attack)
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allAddProVal[HeroProType.Hp] = HeroManager.CalculateProVal(tData.Hp, curLvNum, breakId, upStarId, HeroProType.Hp)
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allAddProVal[HeroProType.PhysicalDefence] = HeroManager.CalculateProVal(tData.PhysicalDefence, curLvNum, breakId, upStarId, HeroProType.PhysicalDefence)
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allAddProVal[HeroProType.MagicDefence] = HeroManager.CalculateProVal(tData.MagicDefence, curLvNum, breakId, upStarId, HeroProType.MagicDefence)
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local subProp = tData.SecondaryFactor
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if subProp then
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for i = 1, #subProp do
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local propType = subProp[i][1]
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local propValue = subProp[i][2]
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if not allAddProVal[propType] then
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allAddProVal[propType] = 0
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end
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allAddProVal[propType] = allAddProVal[propType] + propValue
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end
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end
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return allAddProVal
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end,
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-- 普通装备
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[Hero_Prop_Type.Equip] = function(_heroData)
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local equipIdList = {}
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local addAllProVal = {}
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for i, v in ConfigPairs(propertyConfig) do
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addAllProVal[i] = 0
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end
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local curHeroData = _heroData
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if curHeroData then
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--LogError("hero id===========================================".._heroData.tId)
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for i = 1, #curHeroData.equipList do
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table.insert(equipIdList,curHeroData.equipList[i].id)
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end
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local equipSuit = HeroManager.GetCurHeroEquipSuitPros(equipIdList)
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--[id] = 件数
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for i = 1, #equipIdList do
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local curEquip = _heroData.equipList[i]
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local potencyAdd=HeroManager.GetHeroPotencyAddByType(curHeroData.dId,curEquip.position)
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--LogError("装备 potencyAdd==================="..potencyAdd)
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if curEquip then
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for index, prop in ipairs(curEquip.mainAttribute) do
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local id = prop.propertyId
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local value = prop.propertyValue
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--LogError("equip id============================ id=="..id.." value=="..value)
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if id~=0 and id~=nil then
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if addAllProVal[id] then
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if potencyAdd>0 and propertyConfig[id].Style == 1 then
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addAllProVal[id] = addAllProVal[id] + math.floor(value*(1+potencyAdd)+0.5)
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else
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addAllProVal[id] = addAllProVal[id] + value
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end
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else
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if potencyAdd>0 and propertyConfig[id].Style == 1 then
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addAllProVal[id] = math.floor(value*(1+potencyAdd)+0.5)
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else
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addAllProVal[id] = value
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end
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end
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-- if propertyConfig[id].Style == 1 then--摘星阁加持
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-- --摘星阁加成先注释
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-- --addAllProVal[id] = addAllProVal[id] + math.ceil(addAllProVal[id] * HomeLandManager.GetHeroEquipPropAdd(_heroData.dId,curEquip.position)/10000)
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-- --英雄潜能加成
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-- --LogError("addAllProVal[id]================================"..addAllProVal[id].." curEquip.potencyAdd=="..potencyAdd)
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-- addAllProVal[id] = math.floor(value*(1+potencyAdd)+0.5) --+ math.ceil(addAllProVal[id] * HomeLandManager.GetHeroEquipPropAdd(_heroData.dId,curEquip.position)/10000)
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-- --LogError("addAllProVal[id]后 ================================"..addAllProVal[id])
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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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-- for k, v in pairs(addAllProVal) do
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-- LogError("k==============="..k.." v=========="..v)
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-- end
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--屏蔽装备套装属性
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-- if equipSuit and #equipSuit > 0 then
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-- for i, v in ipairs(equipSuit) do
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-- local curSuitConfig = equipsuite[i]
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-- local curProId = equipSuit[i][2][2]
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-- local curProVal = equipSuit[i][2][3]
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-- if addAllProVal[curProId] then
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-- addAllProVal[curProId] = addAllProVal[curProId] + curProVal
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-- else
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-- addAllProVal[curProId] = curProVal
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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 addAllProVal
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end,
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--英雄身上宝器属性计算
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[Hero_Prop_Type.EquipTreasure] = function(_heroData)
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local addAllProVal = {}
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local minLv
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local mainRefineLv
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local hunAddList={}
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local lingAddList={}
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--LogError("hero id===========================================".._heroData.tId)
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for i = 1, #_heroData.treasureList do
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local curEuipTreaSureData = _heroData.treasureList[i]
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local curEuipTreaSureConfig = jewelConfig[curEuipTreaSureData.id]
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--魂宝
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local potencyAdd=0
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if curEuipTreaSureConfig.Location==1 then
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potencyAdd=HeroManager.GetHeroPotencyAddByType(_heroData.dId,5)
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elseif curEuipTreaSureConfig.Location==2 then --灵宝
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potencyAdd=HeroManager.GetHeroPotencyAddByType(_heroData.dId,6)
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end
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-- LogError("混灵宝potencyAdd=============="..potencyAdd)
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for _, configInfo in ConfigPairs(jewelRankupConfig) do
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--强化的属性
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if
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configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and
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configInfo.Level == curEuipTreaSureData.lv
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then
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if curEuipTreaSureConfig.Location==1 then
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for j = 1, #configInfo.Property do
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local pro=configInfo.Property[j][1]
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local value=0
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if hunAddList[pro] then
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hunAddList[pro] = hunAddList[pro] + configInfo.Property[j][2]
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else
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hunAddList[pro] = configInfo.Property[j][2]
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end
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end
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else
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for j = 1, #configInfo.Property do
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local pro=configInfo.Property[j][1]
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local value=0
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if lingAddList[pro] then
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lingAddList[pro] = lingAddList[pro] + configInfo.Property[j][2]
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else
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lingAddList[pro] = configInfo.Property[j][2]
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end
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end
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end
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end
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--精炼的属性
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if
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configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and
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configInfo.Level == curEuipTreaSureData.refineLv
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then
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if curEuipTreaSureConfig.Location==1 then
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for j = 1, #configInfo.Property do
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local pro=configInfo.Property[j][1]
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local value=0
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if hunAddList[pro] then
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hunAddList[pro] = hunAddList[pro] + configInfo.Property[j][2]
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else
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hunAddList[pro] = configInfo.Property[j][2]
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end
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end
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else
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for j = 1, #configInfo.Property do
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local pro=configInfo.Property[j][1]
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local value=0
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if lingAddList[pro] then
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lingAddList[pro] = lingAddList[pro] + configInfo.Property[j][2]
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else
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lingAddList[pro] = configInfo.Property[j][2]
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end
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end
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end
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end
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--神应属性
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--屏蔽宝物树加成的属性 2023/08/09
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-- if
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-- configInfo.PoolID == curEuipTreaSureConfig.GodHoodPool and configInfo.Type == 3 and
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-- configInfo.Level == curEuipTreaSureData.treeLv
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-- then
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-- for j = 1, SacredTreeManager.CulAttri(curEuipTreaSureData) do
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-- if addAllProVal[configInfo.Property[j][1]] then
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-- addAllProVal[configInfo.Property[j][1]] =
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-- addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
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-- else
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-- addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2]
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-- end
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-- end
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-- end
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end
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if potencyAdd>0 and curEuipTreaSureConfig.Location==1 then
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for key, value in pairs(hunAddList) do
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if propertyConfig[key].Style == 1 then--潜能加成
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--英雄潜能加成
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--LogError("魂宝灵宝属性强化加成 前==========================="..value.." pro==="..key)
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hunAddList[key] = math.floor(value*(1+potencyAdd)+0.5) --+ math.ceil(addAllProVal[id] * HomeLandManager.GetHeroEquipPropAdd(_heroData.dId,curEquip.position)/10000)
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--LogError("魂宝灵宝属性强化加成 后===========================".. hunAddList[key].." pro==="..key)
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end
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end
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end
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if potencyAdd>0 and curEuipTreaSureConfig.Location==2 then
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for key, value in pairs(lingAddList) do
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if propertyConfig[key].Style == 1 then--潜能加成
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--英雄潜能加成
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--LogError("魂宝灵宝属性精炼加成 前==========================="..value.." pro==="..key)
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lingAddList[key] = math.floor(value*(1+potencyAdd)+0.5) --+ math.ceil(addAllProVal[id] * HomeLandManager.GetHeroEquipPropAdd(_heroData.dId,curEquip.position)/10000)
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--LogError("魂宝灵宝属性精炼加成 后===========================".. lingAddList[key].." pro==="..key)
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end
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end
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end
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-- if #_heroData.treasureList > 1 then
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-- --取 强化 精炼 最小值
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-- if minLv then
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-- if curEuipTreaSureData.lv < minLv then
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-- minLv = curEuipTreaSureData.lv
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-- end
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-- else
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-- minLv = curEuipTreaSureData.lv
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-- end
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-- if mainRefineLv then
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-- if curEuipTreaSureData.refineLv < mainRefineLv then
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-- mainRefineLv = curEuipTreaSureData.refineLv
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-- end
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-- else
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-- mainRefineLv = curEuipTreaSureData.refineLv
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-- end
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-- end
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end
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--math.min()
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--取 强化 精炼 共鸣属性
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-- if #_heroData.treasureList > 1 then
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-- local lvjewelResonanceConfig
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-- local refineLvjewelResonanceConfig
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-- for _, curjewelResonanceConfig in ConfigPairs(jewelResonanceConfig) do
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-- if lvjewelResonanceConfig then
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-- if
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-- curjewelResonanceConfig.Type == 1 and curjewelResonanceConfig.Level <= minLv and
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-- curjewelResonanceConfig.Id > lvjewelResonanceConfig.Id
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-- then
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-- lvjewelResonanceConfig = curjewelResonanceConfig
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-- end
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-- else
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-- if curjewelResonanceConfig.Type == 1 and curjewelResonanceConfig.Level <= minLv then
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-- lvjewelResonanceConfig = curjewelResonanceConfig
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-- end
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-- end
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-- if refineLvjewelResonanceConfig then
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-- if
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-- curjewelResonanceConfig.Type == 2 and curjewelResonanceConfig.Level <= mainRefineLv and
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-- curjewelResonanceConfig.Id > refineLvjewelResonanceConfig.Id
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-- then
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-- refineLvjewelResonanceConfig = curjewelResonanceConfig
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-- end
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-- else
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-- if curjewelResonanceConfig.Type == 2 and curjewelResonanceConfig.Level <= mainRefineLv then
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-- refineLvjewelResonanceConfig = curjewelResonanceConfig
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-- end
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-- end
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-- end
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-- --
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-- if lvjewelResonanceConfig then
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-- for j = 1, #lvjewelResonanceConfig.Property do
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-- if addAllProVal[lvjewelResonanceConfig.Property[j][1]] then
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-- addAllProVal[lvjewelResonanceConfig.Property[j][1]] =
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-- addAllProVal[lvjewelResonanceConfig.Property[j][1]] +
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-- lvjewelResonanceConfig.Property[j][2]
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-- else
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-- addAllProVal[lvjewelResonanceConfig.Property[j][1]] = lvjewelResonanceConfig.Property[j][2]
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-- end
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-- end
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-- end
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-- if refineLvjewelResonanceConfig then
|
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-- for j = 1, #refineLvjewelResonanceConfig.Property do
|
||
-- if addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] then
|
||
-- addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] =
|
||
-- addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] +
|
||
-- refineLvjewelResonanceConfig.Property[j][2]
|
||
-- else
|
||
-- addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] =
|
||
-- refineLvjewelResonanceConfig.Property[j][2]
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- end
|
||
for k, v in pairs(hunAddList) do
|
||
if addAllProVal[k] then
|
||
addAllProVal[k]=addAllProVal[k]+v
|
||
else
|
||
addAllProVal[k]=v
|
||
end
|
||
end
|
||
for k, v in pairs(lingAddList) do
|
||
if addAllProVal[k] then
|
||
addAllProVal[k]=addAllProVal[k]+v
|
||
else
|
||
addAllProVal[k]=v
|
||
end
|
||
end
|
||
return addAllProVal
|
||
end,
|
||
|
||
-- 计算所有英雄被动技能的属性值
|
||
[Hero_Prop_Type.PassiveSkill] = function(_heroData)
|
||
local allOpenPassiveSkillIds = HeroManager.GetAllPassiveSkillIds(heroConfig[_heroData.tId], _heroData.breakId, _heroData.upStarId)
|
||
--单体加成 --团体加成 --单体等级限制加成 --减乘
|
||
local propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(allOpenPassiveSkillIds)
|
||
return propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
|
||
-- 法宝
|
||
[Hero_Prop_Type.Talisman] = function(_heroData)
|
||
local addAllProVal = {}
|
||
LogError("get 法灵添加的属性========================================")
|
||
addAllProVal = FaLingManager.GetEquipAddPropByDid(_heroData.baublesId)
|
||
-- local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
-- local star = _heroData.star
|
||
-- local profession = heroConfig[_heroData.tId].Profession
|
||
-- local curTalisman = heroConfig[_heroData.tId].EquipTalismana
|
||
-- if curTalisman and star >= curTalisman[1] then
|
||
-- local talismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2], "Level", _heroData.talismanLv)
|
||
-- if talismanConFig then
|
||
-- --主属性
|
||
-- for j = 1, #talismanConFig.Property do
|
||
-- if addAllProVal[talismanConFig.Property[j][1]] then
|
||
-- addAllProVal[talismanConFig.Property[j][1]] =
|
||
-- addAllProVal[talismanConFig.Property[j][1]] + talismanConFig.Property[j][2]
|
||
-- else
|
||
-- addAllProVal[talismanConFig.Property[j][1]] = talismanConFig.Property[j][2]
|
||
-- end
|
||
-- end
|
||
-- --副属性
|
||
-- if talismanConFig.SpecialProperty and #talismanConFig.SpecialProperty > 0 then
|
||
-- for k = 1, #talismanConFig.SpecialProperty do
|
||
-- if talismanConFig.SpecialProperty[k][1] == profession then
|
||
-- if addAllProVal[talismanConFig.SpecialProperty[k][2]] then
|
||
-- addAllProVal[talismanConFig.SpecialProperty[k][2]] =
|
||
-- addAllProVal[talismanConFig.SpecialProperty[k][2]] +
|
||
-- talismanConFig.SpecialProperty[k][3]
|
||
-- else
|
||
-- addAllProVal[talismanConFig.SpecialProperty[k][2]] =
|
||
-- talismanConFig.SpecialProperty[k][3]
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- --当前法宝全部天赋数据(天赋可能为空)
|
||
-- local dowerAllData =
|
||
-- ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2])
|
||
-- local skillIds = {}
|
||
-- --LogError("当前法宝全部天赋数据 "..curTalisman[2].." "..#dowerAllData.." "..curHeroData.talismanList)
|
||
-- for i = 1, #dowerAllData do
|
||
-- if dowerAllData[i].OpenSkillRules and _heroData.talismanLv >= dowerAllData[i].Level then
|
||
-- for k = 1, #dowerAllData[i].OpenSkillRules do
|
||
-- --LogError("dowerAllData[i].OpenSkillRules[k]================="..dowerAllData[i].OpenSkillRules[k].." dowerAllData[i].id=="..dowerAllData[i].Id)
|
||
-- table.insert(skillIds, dowerAllData[i].OpenSkillRules[k])
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- --被动技能计算
|
||
-- if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
|
||
-- --单体加成 --单体等级限制加成 --团体加成 --减乘
|
||
-- propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skillIds)
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- if propList and LengthOfTable(propList) > 0 then
|
||
-- for i, v in pairs(propList) do
|
||
-- if addAllProVal[i] then
|
||
-- addAllProVal[i] = addAllProVal[i] + v
|
||
-- else
|
||
-- addAllProVal[i] = v
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- for k, v in pairs(addAllProVal) do
|
||
-- LogError("法宝 k==================="..k.." v==="..v)
|
||
-- end
|
||
return addAllProVal--, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
|
||
-- 魂印
|
||
[Hero_Prop_Type.SoulPrint] = function(_heroData)
|
||
local allSoulPrintAddWarPowerVal = 0
|
||
if (table.nums(_heroData.soulPrintList) >= 1) then
|
||
for i = 1, #_heroData.soulPrintList do
|
||
local cursoulPrintConfig = equipConfig[_heroData.soulPrintList[i].equipId]
|
||
if cursoulPrintConfig then
|
||
allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
|
||
end
|
||
end
|
||
end
|
||
-- local allAddProVal = {}
|
||
-- allAddProVal[HeroProType.WarPower] = allSoulPrintAddWarPowerVal
|
||
-- return allAddProVal
|
||
|
||
|
||
local addAllProVal = {}
|
||
local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
local allPassiveSkill = {}
|
||
local curHeroData =_heroData
|
||
if curHeroData then
|
||
if(table.nums(curHeroData.soulPrintList) >= 1) then
|
||
for i = 1, #curHeroData.soulPrintList do
|
||
local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
|
||
if cursoulPrintConfig then
|
||
--基础属性计算
|
||
local soulPrintPropertyList = cursoulPrintConfig.Property
|
||
if soulPrintPropertyList and #soulPrintPropertyList > 0 then
|
||
for i,v in pairs(soulPrintPropertyList) do
|
||
if(addAllProVal[v[1]]) then
|
||
addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
|
||
else
|
||
addAllProVal[v[1]]=v[2]
|
||
end
|
||
end
|
||
end
|
||
--被动技能计算
|
||
if cursoulPrintConfig.PassiveSkill and #cursoulPrintConfig.PassiveSkill > 0 then
|
||
for j = 1, #cursoulPrintConfig.PassiveSkill do
|
||
table.insert(allPassiveSkill,cursoulPrintConfig.PassiveSkill[j])
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
--被动技能计算
|
||
if allPassiveSkill and #allPassiveSkill > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
|
||
--单体加成 --单体等级限制加成 --团体加成 --减乘
|
||
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(allPassiveSkill)
|
||
end
|
||
|
||
if propList and LengthOfTable(propList) > 0 then
|
||
for i,v in pairs(propList) do
|
||
if addAllProVal[i] then
|
||
addAllProVal[i] = addAllProVal[i] + v
|
||
else
|
||
addAllProVal[i] = v
|
||
end
|
||
end
|
||
end
|
||
|
||
addAllProVal[HeroProType.WarPower] = allSoulPrintAddWarPowerVal
|
||
return addAllProVal, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
-- 神印
|
||
[Hero_Prop_Type.GodPrint] = function(_heroData)
|
||
local allSoulPrintAddWarPowerVal = 0
|
||
if (_heroData.godPrintList and table.nums(_heroData.godPrintList) >= 1) then
|
||
for i = 1, #_heroData.godPrintList do
|
||
local cursoulPrintConfig = equipConfig[_heroData.godPrintList[i].equipId]
|
||
if cursoulPrintConfig then
|
||
allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
|
||
end
|
||
end
|
||
end
|
||
local addAllProVal = {}
|
||
local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
local allPassiveSkill = {}
|
||
local curHeroData =_heroData
|
||
if curHeroData then
|
||
if(_heroData.godPrintList and table.nums(curHeroData.godPrintList) >= 1) then
|
||
for i = 1, #curHeroData.godPrintList do
|
||
local cursoulPrintConfig = equipConfig[curHeroData.godPrintList[i].equipId]
|
||
if cursoulPrintConfig then
|
||
--基础属性计算
|
||
local soulPrintPropertyList = cursoulPrintConfig.Property
|
||
if soulPrintPropertyList and #soulPrintPropertyList > 0 then
|
||
for i,v in pairs(soulPrintPropertyList) do
|
||
if(addAllProVal[v[1]]) then
|
||
addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
|
||
else
|
||
addAllProVal[v[1]]=v[2]
|
||
end
|
||
end
|
||
end
|
||
--被动技能计算
|
||
if cursoulPrintConfig.PassiveSkill and #cursoulPrintConfig.PassiveSkill > 0 then
|
||
for j = 1, #cursoulPrintConfig.PassiveSkill do
|
||
table.insert(allPassiveSkill,cursoulPrintConfig.PassiveSkill[j])
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
--被动技能计算
|
||
if allPassiveSkill and #allPassiveSkill > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
|
||
--单体加成 --单体等级限制加成 --团体加成 --减乘
|
||
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(allPassiveSkill)
|
||
end
|
||
|
||
if propList and LengthOfTable(propList) > 0 then
|
||
for i,v in pairs(propList) do
|
||
if addAllProVal[i] then
|
||
addAllProVal[i] = addAllProVal[i] + v
|
||
else
|
||
addAllProVal[i] = v
|
||
end
|
||
end
|
||
end
|
||
addAllProVal[HeroProType.WarPower] = allSoulPrintAddWarPowerVal
|
||
--LogError("神印 addAllProVal=="..addAllProVal)
|
||
-- PrintTable(addAllProVal)
|
||
return addAllProVal, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
-- 皮肤
|
||
[Hero_Prop_Type.SkinAdd] = function(_heroData)
|
||
local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
|
||
local heroSkinSingleProVal = {}
|
||
local heroSkinAllHeroProVal = {}
|
||
if _heroData.skinId ~= 0 then
|
||
if HeroSkinManager.skinDatas[_heroData.skinId] and HeroSkinManager.skinDatas[_heroData.skinId].MonomerProperty and #HeroSkinManager.skinDatas[_heroData.skinId].MonomerProperty > 0 then
|
||
for _,v in ipairs(HeroSkinManager.skinDatas[_heroData.skinId].MonomerProperty) do
|
||
if not heroSkinSingleProVal[v[1]] then
|
||
heroSkinSingleProVal[v[1]] = 0
|
||
end
|
||
heroSkinSingleProVal[v[1]] = heroSkinSingleProVal[v[1]] + v[2]
|
||
end
|
||
end
|
||
end
|
||
for _,v in pairs(HeroSkinManager.skinDatas) do
|
||
if _heroData.skinId ~= v.id then
|
||
if HeroSkinManager.skinDatas[v.id] and HeroSkinManager.skinDatas[v.id].UnlockProperty and #HeroSkinManager.skinDatas[v.id].UnlockProperty > 0 then
|
||
for _,n in ipairs(HeroSkinManager.skinDatas[v.id].UnlockProperty) do
|
||
if not heroSkinAllHeroProVal[n[1]] then
|
||
heroSkinAllHeroProVal[n[1]] = 0
|
||
end
|
||
heroSkinAllHeroProVal[n[1]] = heroSkinAllHeroProVal[n[1]] + n[2]
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
propList = heroSkinSingleProVal
|
||
teamPropList = heroSkinAllHeroProVal
|
||
return propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
-- 好感度
|
||
[Hero_Prop_Type.LikeAbility] = function(_heroData)
|
||
local SingleProVal, AllHeroProVal = LikabilityManager.GetTotalForce(_heroData)
|
||
return SingleProVal
|
||
end,
|
||
--礼物
|
||
[Hero_Prop_Type.Gift] =function(_heroData)
|
||
local addPro=GiftManager.GetHeroGiftAddPro(_heroData.dId)
|
||
-- for key, value in pairs(addPro) do
|
||
-- LogError("gift key==="..key.." value=="..value)
|
||
-- end
|
||
return addPro
|
||
end,
|
||
[Hero_Prop_Type.GodSoul] = function(_heroData)
|
||
local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
local SingleProVal = GodSoulManager.GetHeroGodSoulDatas(_heroData.dId,_heroData.tId, _heroData.godSoulLv)
|
||
if SingleProVal and #SingleProVal > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
|
||
--单体加成 --单体等级限制加成 --团体加成 --减乘
|
||
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(SingleProVal)
|
||
end
|
||
return propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
|
||
[Hero_Prop_Type.TailsManSou] = function(_heroData)
|
||
--属性相关修改
|
||
local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
local SingleProVal = TailsManSoulManager.GetTailsmanPassivePower1(_heroData)
|
||
if SingleProVal and #SingleProVal > 0 then
|
||
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(SingleProVal)
|
||
end
|
||
return propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
[Hero_Prop_Type.FaXiang] = function(_heroData)
|
||
local allAddPro={}
|
||
local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||
--LogError("计算英雄法相 属性 被动属性")
|
||
allAddPro=FaXiangManager.CalculateAllFaXiangAddPro(_heroData)
|
||
local skills=FaXiangManager.GetHeroAllFaXiangSkill(_heroData)
|
||
--被动技能计算
|
||
if skills and #skills > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
|
||
--单体加成 --单体等级限制加成 --团体加成 --减乘
|
||
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skills)
|
||
end
|
||
|
||
if propList and LengthOfTable(propList) > 0 then
|
||
for i,v in pairs(propList) do
|
||
if allAddPro[i] then
|
||
allAddPro[i] = allAddPro[i] + v
|
||
else
|
||
allAddPro[i] = v
|
||
end
|
||
end
|
||
end
|
||
return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
|
||
end,
|
||
[Hero_Prop_Type.Training] = function(_heroData)
|
||
local addPro=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
|
||
if addPro==nil or #addPro==0 then
|
||
return nil
|
||
end
|
||
for key, value in pairs(addPro) do
|
||
LogError("Training key==="..key.." value=="..value)
|
||
end
|
||
return addPro
|
||
end,
|
||
} |