159 lines
5.4 KiB
Lua
159 lines
5.4 KiB
Lua
Shield = Buff:New()
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-- 无敌吸血盾的免疫状态
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local immune0 = function(buff)
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return buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT
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end
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function Shield:SetData(...)
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self.shieldType, -- 护盾类型(1 固定减伤盾 2 百分比减伤盾 3 无敌盾)
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self.shieldValue, -- 护盾值(固定减伤盾:减伤值 百分比减伤盾:减伤百分比 无敌盾:吸血率)
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self.dmgReboundFactor = ... --伤害反弹系数
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self.damageSum = 0 --记录承受的伤害
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self.isBuff = true
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self.atk=nil --每次扣除护盾时,记录破盾的对象
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self.cover = self.shieldType ~= ShieldTypeName.NormalReduce -- 除固定减伤盾外都不能叠加
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-- 刷新排序等级
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self.sort = 4
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end
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--初始化后调用一次
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function Shield:OnStart()
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self.target.shield:Add(self)
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if self.shieldType == ShieldTypeName.AllReduce then
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self.target.buffFilter:Add(immune0)
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-- 清除所有负面buff
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BattleLogic.BuffMgr:ClearBuff(self.target, function (buff)
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return buff.type == BuffName.Control or buff.type == BuffName.DOT
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end)
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end
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end
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--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
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function Shield:OnTrigger()
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return true
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end
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-- 计算护盾
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function Shield:CountShield(damage, atkRole)
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self.atk = atkRole
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local finalDamage = 0
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if self.shieldType == ShieldTypeName.NormalReduce then
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if damage < self.shieldValue then
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self.shieldValue = self.shieldValue - damage
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self.damageSum = self.damageSum + damage
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else
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self.damageSum = self.damageSum + self.shieldValue
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finalDamage = damage - self.shieldValue
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self.shieldValue = 0
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self.disperse = true
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end
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elseif self.shieldType == ShieldTypeName.RateReduce then
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local reduceDamage = math.floor(BattleUtil.ErrorCorrection(damage * self.shieldValue))
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finalDamage = damage - reduceDamage
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self.damageSum = self.damageSum + reduceDamage
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elseif self.shieldType == ShieldTypeName.AllReduce then
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finalDamage = 0
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--TODO 计算吸血
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if self.shieldValue ~= 0 then
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local treatValue = math.floor(BattleUtil.ErrorCorrection(damage * self.shieldValue))
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BattleUtil.ApplyTreat(self.target, self.target, treatValue)
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end
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end
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--
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-- self.caster.Event:DispatchEvent(BattleEventName.ShildTrigger, self)
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self.target.Event:DispatchEvent(BattleEventName.ShildTrigger, self)
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BattleLogic.Event:DispatchEvent(BattleEventName.ShildTrigger, self)
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return finalDamage
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end
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-- 提前计算护盾吸收伤害
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function Shield:PreCountShield(damage)
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local finalDamage = 0
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if self.shieldType == ShieldTypeName.NormalReduce then
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if damage > self.shieldValue then
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finalDamage = damage - self.shieldValue
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end
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elseif self.shieldType == ShieldTypeName.RateReduce then
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local reduceDamage = math.floor(BattleUtil.ErrorCorrection(damage * self.shieldValue))
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finalDamage = damage - reduceDamage
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elseif self.shieldType == ShieldTypeName.AllReduce then
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finalDamage = 0
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end
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return finalDamage
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end
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-- 改变护盾值(固定减伤盾:减伤值 百分比减伤盾:减伤百分比 无敌盾:吸血率)
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function Shield:ChangeShieldValue(type, value)
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-- 计算
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local finalValue = BattleUtil.ErrorCorrection(BattleUtil.CountValue(self.shieldValue, value, type))
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self.shieldValue = finalValue
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-- 发送事件
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self.caster.Event:DispatchEvent(BattleEventName.ShildValueChange, self)
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end
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--效果结束时调用一次
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function Shield:OnEnd()
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-- 计算反伤
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if self.shieldType == ShieldTypeName.NormalReduce then
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for i = 1, self.target.shield.size do
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if self.target.shield.buffer[i] == self then
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local dd = math.floor(self.dmgReboundFactor * self.damageSum)
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if dd > 0 and self.atk then
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BattleUtil.ApplyDamage(nil, self.target, self.atk, dd)
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end
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-- local arr = RoleManager.Query(function (r) return r.camp ~= self.target.camp end)
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-- for j = 1, #arr do
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-- end
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self.target.shield:Remove(i)
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break
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end
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end
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elseif self.shieldType == ShieldTypeName.RateReduce then
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for i = 1, self.target.shield.size do
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if self.target.shield.buffer[i] == self then
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self.target.shield:Remove(i)
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break
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end
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end
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elseif self.shieldType == ShieldTypeName.AllReduce then
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for i = 1, self.target.shield.size do
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if self.target.shield.buffer[i] == self then
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self.target.shield:Remove(i)
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break
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end
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end
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-- 移除免疫效果
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for i = 1, self.target.buffFilter.size do
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if self.target.buffFilter.buffer[i] == immune0 then
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self.target.buffFilter:Remove(i)
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break
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end
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end
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end
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end
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--只有当cover字段为true时触发,返回true则被新效果覆盖
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function Shield:OnCover(newBuff)
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return true
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end
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-- 比较buff
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function Shield:OnCompare(buff)
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return self.shieldType == buff.shieldType
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end
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return Shield |