miduo_server/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua

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BattleUtil = {}
--local BattleUtil = BattleUtil
local floor = math.floor
local max = math.max
local min = math.min
--local Random = Random
--local RoleDataName = RoleDataName
--local BattleEventName = BattleEventName
local function clamp(v, minValue, maxValue)
if v < minValue then
return minValue
end
if v > maxValue then
return maxValue
end
return v
end
function BattleUtil.CreateBuffId(skill, index)
local id = 0
if skill.preAI then --主动技能生成buff
id = skill.owner.uid * 10000 + index
else --被动技能生成buff
id = skill.owner.uid * 1000 + index
end
return id
end
function BattleUtil.CalBaseDamage(atkRole, defRole, baseDamage, baseFactor)
local atkData, defData = atkRole.data, defRole.data
if not baseFactor then baseFactor = 1 end
--伤害 =(基础伤害*1+己伤害加成-目标伤害减免)*1+己方属性伤害加成-目标属性伤害减免10%*己攻)
local damage = baseDamage * baseFactor *
(1 + atkData:GetData(RoleDataName.DamageBocusFactor)) * (1 - defData:GetData(RoleDataName.DamageReduceFactor)) *
(1 + atkData:GetData(RoleDataName.FireDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.FireDamageReduceFactor)) * --火系
(1 + atkData:GetData(RoleDataName.WindDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.WindDamageReduceFactor)) * --风系
(1 + atkData:GetData(RoleDataName.IceDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.IceDamageReduceFactor)) * --冰系
(1 + atkData:GetData(RoleDataName.LandDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.LandDamageReduceFactor)) * --地系
(1 + atkData:GetData(RoleDataName.LightDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.LightDamageReduceFactor)) * --光系
(1 + atkData:GetData(RoleDataName.DarkDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.DarkDamageReduceFactor)) --暗系
return damage
end
function BattleUtil.CalHit(atkRole, defRole)
--命中率 = clamp(自身命中率-敌方闪避率,0,1)
local hit = atkRole:GetRoleData(RoleDataName.Hit)
local dodge = defRole:GetRoleData(RoleDataName.Dodge)
local bHit = Random.Range01() <= clamp(hit - dodge, 0, 1)
if bHit then
else
atkRole.Event:DispatchEvent(BattleEventName.RoleDodge)
defRole.Event:DispatchEvent(BattleEventName.RoleBeDodge)
end
return bHit
end
function BattleUtil.CalCrit(atkRole, defRole)
local bCrit = Random.Range01() <= clamp(atkRole:GetRoleData(RoleDataName.Crit), 0, 1)
if bCrit then
atkRole.Event:DispatchEvent(BattleEventName.RoleCrit, defRole)
defRole.Event:DispatchEvent(BattleEventName.RoleBeCrit, atkRole)
end
return bCrit
end
function BattleUtil.CalShield(atkRole, defRole, damage)
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local buff
for i=1, defRole.shield.size do
buff = defRole.shield.buffer[i]
if damage < buff.shieldValue then
buff.shieldValue = buff.shieldValue - damage
buff.damageSum = buff.damageSum + damage
return 0
else
buff.damageSum = buff.damageSum + buff.shieldValue
damage = damage - buff.shieldValue
buff.shieldValue = 0
buff.disperse = true
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end
end
return damage
end
function BattleUtil.ApplyDamage(atkRole, defRole, damage, bCrit)
if not bCrit then bCrit = false end
damage = floor(damage + 0.5)
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
if finalDmg > 0 then
if atkRole then
atkRole.Event:DispatchEvent(BattleEventName.RoleDamage, defRole, damage, bCrit)
end
defRole.Event:DispatchEvent(BattleEventName.RoleBeDamaged, atkRole, damage, bCrit)
if defRole:GetRoleData(RoleDataName.Hp) <= 0 then
defRole.isDead = true
defRole.Event:DispatchEvent(BattleEventName.RoleDead)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole)
end
end
return finalDmg
end
--执行完整的命中,伤害,暴击计算,返回命中,暴击
function BattleUtil.CalDamage(atkRole, defRole, damageType, baseFactor)
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if atkRole.isTeam and not defRole.isDead then
return BattleUtil.ApplyDamage(atkRole, defRole, damageType), false
end
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local bCrit = false
local baseDamage
bCrit = BattleUtil.CalCrit(atkRole, defRole)
local defence = 0
if damageType == 1 then --1 物理 2 魔法
defence = defRole:GetRoleData(RoleDataName.PhysicalDefence)
else
defence = defRole:GetRoleData(RoleDataName.MagicDefence)
end
local attack = 0
if atkRole.GetAttackFunc then
attack = atkRole.GetAttackFunc(bCrit)
else
attack = atkRole:GetRoleData(RoleDataName.Attack)
end
--计算暴击
if bCrit or defRole.isFlagCrit then
local critDamageFactor = atkRole:GetRoleData(RoleDataName.CritDamageFactor)
baseDamage = attack * critDamageFactor - 0.5 * defence
else
baseDamage = attack - 0.5 * defence
end
baseDamage = BattleUtil.CalBaseDamage(atkRole, defRole, baseDamage, baseFactor)
baseDamage = max(baseDamage, 0.1 * attack)
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local func
for i=1, atkRole.exCalDmgList.size do
func = atkRole.exCalDmgList.buffer[i]
baseDamage = func(baseDamage)
end
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baseDamage = BattleUtil.CalShield(atkRole, defRole, baseDamage)
local finalDmg = 0 --计算实际造成的扣血
if not defRole.isDead then
finalDmg = BattleUtil.ApplyDamage(atkRole, defRole, baseDamage, bCrit)
end
return finalDmg, bCrit
end
function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
if not baseFactor then baseFactor = 1 end
local maxHp = targetRole:GetRoleData(RoleDataName.MaxHp)
local hp = targetRole:GetRoleData(RoleDataName.Hp)
local factor = castRole:GetRoleData(RoleDataName.TreatFacter)
local treat = min(floor(value * baseFactor * factor + 0.5), maxHp - hp)
targetRole.data:AddValue(RoleDataName.Hp, treat)
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat)
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat)
end
function BattleUtil.RandomAction(rand, action)
if Random.Range01() <= rand and action then
action()
end
end
function BattleUtil.RandomList(arr)
if #arr <= 1 then return end
local index
for i=#arr, 1, -1 do
index = Random.RangeInt(1, i)
arr[i], arr[index] = arr[index], arr[i]
end
end
function BattleUtil.GetPropertyName(type)
if type == 1 then
return RoleDataName.Strength
elseif type == 2 then
return RoleDataName.Energy
elseif type == 3 then
return RoleDataName.Vitality
elseif type == 4 then
return RoleDataName.Dexterity
elseif type == 5 then
return RoleDataName.Speed
elseif type == 6 then
return RoleDataName.PhysicalAttack
elseif type == 7 then
return RoleDataName.MagicAttack
elseif type == 8 then
return RoleDataName.PhysicalDefence
elseif type == 9 then
return RoleDataName.MagicDefence
end
end
function BattleUtil.GetHPPencent(role)
return role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) * 100
end