miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Shield.lua

159 lines
5.4 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters!

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

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