miduo_server/luafight/Modules/Battle/Logic/Base/Buff.lua

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2019-03-12 14:05:45 +08:00
Buff = {}
local floor = math.floor
function Buff:New()
local o = {}
setmetatable(o, self)
self.__index = self
return o
end
function Buff.Create(caster, type, duration, ...)
local instance = require("Modules/Battle/Logic/Buff/"..type):New()
instance.type = type
instance.id = BattleLogic.GenerateBuffId()
instance.caster = caster
instance.disperse = false
instance.cover = false
instance.duration = duration --持续时间为0时buff永久存在
instance.interval = -1 --间隔帧为0时每帧触发小于0不触发 默认不触发OnTrigger
instance.maxCount = 0 --限定效果最大数量
instance.framePass = 0
instance:SetData(...)
return instance
end
BuffManager = {}
BuffManager.__index = BuffManager
function BuffManager.New(owner)
local instance = {}
instance.owner = owner
instance.buffQueue = BattleQueue.New()
instance.buffList = BattleDictionary.New()
setmetatable(instance, BuffManager)
return instance
end
function BuffManager:AddBuff(buff)
self.buffQueue:Enqueue(buff)
if not buff.exCtrlTime then
buff.exCtrlTime = 0
end
buff.frameDuration = floor(buff.duration * (1 + buff.exCtrlTime) * BattleLogic.GameFrameRate)
--if buff.isBuff then --TODO:增益buff持续时间加成
-- local buffBocus = buff.caster:GetRoleData(RoleDataName.BuffBocus)
-- buff.frameDuration = floor(buff.duration * (1 + buffBocus + buff.exCtrlTime) * BattleLogic.GameFrameRate)
--end
--
--if buff.isDeBuff then --TODO:减益buff持续时间减免
-- local debuffReduce = self.owner:GetRoleData(RoleDataName.DebuffReduce)
-- buff.frameDuration = floor(buff.duration * (1 - debuffReduce - buff.exCtrlTime) * BattleLogic.GameFrameRate)
--end
buff.frameInterval = floor(buff.interval * BattleLogic.GameFrameRate)
end
function BuffManager:HasBuff(type, checkFunc)
local v
for i=1, self.buffList:Count() do
v = self.buffList.vList[i]
if #v > 0 then
if v[1].type == type and (not checkFunc or (checkFunc and checkFunc(v[1]))) then
return true
end
end
end
return false
end
function BuffManager:ClearBuff(func)
for i = 1, self.buffList.size do
local k = self.buffList.kList[i]
local v = self.buffList.vList[i]
local count = #v
if count > 0 then
local removeCount = 0
local idx = 1
while idx <= count do
if func(v[idx]) then
table.remove(v, idx)
count = count - 1
removeCount = removeCount + 1
else
idx = idx + 1
end
end
if removeCount > 0 then
self.owner.Event:DispatchEvent(BattleEventName.BuffCountChange, k, count)
end
end
end
end
function BuffManager:GetBuffCount(id)
if self.buffList[id] then
return self.buffList[id]:Count()
end
return 0
end
function BuffManager:Update()
for i=1, self.buffQueue.size do
local buff = self.buffQueue:Dequeue()
if not buff.caster then
--logErrorTrace("buff's caster can't be nil!")
return
end
local buffList
if not self.buffList.kvList[buff.id] then
buffList = {}
self.buffList:Add(buff.id, buffList)
else
buffList = self.buffList.kvList[buff.id]
end
local count = #buffList
if buff.cover and count > 0 then
if buffList[1]:OnCover(buff) then --判定该效果能否被覆盖
buffList[1]:OnEnd(self.owner)
self.owner.Event:DispatchEvent(BattleEventName.BuffEnd, buffList[1])
buffList[1] = buff
buff.target = self.owner
buff:OnStart()
self.owner.Event:DispatchEvent(BattleEventName.BuffStart, buff)
self.owner.Event:DispatchEvent(BattleEventName.BuffCover, buff)
end
else
if buff.maxCount == 0 or count < buff.maxCount then --限制相同效果的数量为0则不限制
count = count + 1
buffList[count] = buff
buff.target = self.owner
buff:OnStart()
self.owner.Event:DispatchEvent(BattleEventName.BuffStart, buff)
self.owner.Event:DispatchEvent(BattleEventName.BuffCountChange, buff.id, count)
end
end
end
for i = 1, self.buffList.size do
local k = self.buffList.kList[i]
local v = self.buffList.vList[i]
local count = #v
if count > 0 then
local removeCount = 0
local idx = 1
local buff
while idx <= count do
buff = v[idx]
--印记类型的buff不处理更新逻辑
if buff.frameDuration == 0 and buff.frameInterval < 0 then
else
buff.framePass = buff.framePass + 1
if buff.frameDuration == 0 then
if buff.frameInterval == 0 or buff.framePass % buff.frameInterval == 0 then
if not buff:OnTrigger() then
buff.disperse = true
end
buff.target.Event:DispatchEvent(BattleEventName.BuffTrigger, buff)
end
elseif buff.frameInterval < 0 then
if buff.framePass > buff.frameDuration then
buff.disperse = true
end
else
if buff.frameInterval == 0 or buff.framePass % buff.frameInterval == 0 then
if not buff:OnTrigger() then
buff.disperse = true
end
buff.target.Event:DispatchEvent(BattleEventName.BuffTrigger, buff)
end
if buff.framePass > buff.frameDuration then
buff.disperse = true
end
end
end
if buff.disperse then
buff:OnEnd()
buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
table.remove(v, idx)
count = count - 1
removeCount = removeCount + 1
else
idx = idx + 1
end
end
if removeCount > 0 then
self.owner.Event:DispatchEvent(BattleEventName.BuffCountChange, k, count)
end
end
end
end