miduo_server/luafight/BattleMain.lua

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-- windows
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package.path = package.path ..';luafight/?.lua';
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-- linux
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package.path = package.path ..';../luafight/?.lua';
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require("Modules.Battle.Logic.Misc.BattleDefine")
require("Modules.Battle.Logic.Misc.BattleUtil")
require("Modules.Battle.Logic.Misc.BattleQueue")
require("Modules.Battle.Logic.Misc.BattleDictionary")
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require("Modules.Battle.Logic.Misc.BattleList")
require("Modules.Battle.Logic.Misc.BattleObjectPool")
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require("Modules.Battle.Logic.Base.BattleEvent")
require("Modules.Battle.Logic.Base.Random")
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require("Modules.Battle.Logic.Base.Buff")
require("Modules.Battle.Logic.Base.Passivity")
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require("Modules.Battle.Logic.Role.RoleLogic")
require("Modules.Battle.Logic.Role.RoleData")
require("Modules.Battle.Logic.Role.RoleManager")
require("Modules.Battle.Logic.Role.Skill")
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require("Modules.Battle.Logic.BattleLogic")
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require("Modules.Battle.Logic.SkillManager")
require("Modules.Battle.Logic.OutDataManager")
require("Modules.Battle.Logic.BattleLogManager")
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require("Modules.Battle.Logic.Monster.MonsterManager")
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require("Modules.Battle.Logic.Weapon.FightWeaponManager")
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require("Modules.Battle.Logic.HardStageCondition")
require("Modules.Battle.Logic.HardStageEventManager")
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require "Modules/Battle/Data/ConfigData"
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local BattleMain = {}
local BattleLogic = BattleLogic
local Random = Random
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local _BattleErrorCache = {}
local _BattleErrorIndex = 0
local _seed
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local _type
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local _maxRound
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local _fightData
local _optionData
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local function pairsByKeys(t)
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local a = {}
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for n in pairs(t) do
if n then
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a[#a+1] = n
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end
end
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table.sort(a, function( op1, op2 )
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local type1, type2 = type(op1), type(op2)
local num1, num2 = tonumber(op1), tonumber(op2)
if ( num1 ~= nil) and (num2 ~= nil) then
return num1 < num2
elseif type1 ~= type2 then
return type1 < type2
elseif type1 == "string" then
return op1 < op2
elseif type1 == "boolean" then
return op1
-- 以上处理: number, string, boolean
else -- 处理剩下的: function, table, thread, userdata
return tostring(op1) < tostring(op2) -- tostring后比较字符串
end
end)
local i = 0
return function()
i = i + 1
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return a[i], t[a[i]]
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end
end
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local function PrintTable(tb)
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local indent_str = "{"
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local count = 0
for k,v in pairs(tb) do
count = count + 1
end
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for k=1, #tb do
local v = tb[k]
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if type(v) == "table" then
indent_str = indent_str .. PrintTable(v)
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else
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indent_str = indent_str .. tostring(v)
end
if k < count then
indent_str = indent_str..","
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end
end
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local index = 0
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for k,v in pairsByKeys(tb) do
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index = index + 1
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if type(k) ~= "number" then
if type(v) == "table" then
indent_str = string.format("%s%s=%s", indent_str, tostring(k), PrintTable(v))
else
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indent_str = string.format("%s%s=%s", indent_str, tostring(k), tostring(v))
end
if index < count then
indent_str = indent_str .. ","
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end
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end
end
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indent_str = indent_str .. "}"
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return indent_str
end
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local function generateRecordFile()
local time = string.format("%d-%d-%d-%d-%d-%d",
os.date("%Y"),
os.date("%m"),
os.date("%d"),
os.date("%H"),
os.date("%M"),
os.date("%S"))
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local file = io.open("luafight/BattleRecord/"..time..".txt", "a")
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local record = BattleLogic.GetRecord()
for i=1, #record do
file:write(record[i].."\n")
end
io.close(file)
end
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local function addBattleData()
local str = ""
str = str.."seed:\n"..tostring(_seed).."\n"
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str = str.."type:\n"..tostring(_type).."\n"
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str = str.."fightData:\n"..PrintTable(_fightData).."\n"
str = str.."optionData:\n"..PrintTable(_optionData).."\n"
_BattleErrorIndex = _BattleErrorIndex + 1
if _BattleErrorIndex > 5 then
_BattleErrorIndex = 1
end
_BattleErrorCache[_BattleErrorIndex] = str
end
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function BattleMain.Execute(args, fightData, optionData)
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_seed = args.seed
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_type = args.type
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_maxRound = args.maxRound
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_fightData = fightData
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_optionData = optionData or {}
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--该开关用于输出战斗过程中的日志,用于验证前后端是否出现战斗不同步
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BattleLogic.IsOpenBattleRecord = false
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local isError = false
local errorCache
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if xpcall(function ()
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Random.SetSeed(args.seed)
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BattleLogic.Init(fightData, optionData, _maxRound)
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BattleLogic.Type = _type
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BattleLogic.StartOrder()
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-- local startTime = os.clock()
-- local cor = coroutine.create(function()
-- while not BattleLogic.IsEnd do
-- print(os.clock())
-- if os.clock() - startTime > 3 then
-- assert(false, "fight time out!!!")
-- break
-- end
-- end
-- end)
-- coroutine.resume(cor)
--debug.sethook(
-- function (event, line)
-- BattleLogManager.Log(debug.getinfo(2).short_src .. ":" .. line)
-- end
--, "l")
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while not BattleLogic.IsEnd do
BattleLogic.Update()
end
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end, function (err)
isError = true
errorCache = "error:\n"..debug.traceback(err).."\n"
end) then
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local resultList = {0, 0, 0, 0, 0, 0}
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if BattleLogic.Result == 1 then --胜利记录我方剩余血量
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local arr = RoleManager.QueryIncludeExile(function (r) return r.camp == 0 end, true)
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for i=1, #arr do
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local pos = arr[i].position
resultList[pos] = arr[i]:GetRoleData(RoleDataName.Hp)
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end
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elseif BattleLogic.Result == 0 then --失败记录敌方剩余血量
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local arr = RoleManager.QueryIncludeExile(function (r) return r.camp == 1 end, true)
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for i=1, #arr do
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local pos = arr[i].position
resultList[pos] = arr[i]:GetRoleData(RoleDataName.Hp)
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end
end
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if BattleLogic.IsOpenBattleRecord then
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generateRecordFile()
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end
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-- print -----------------------------------------
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--for i=1, #resultList do
-- print("hp:"..resultList[i])
--end
--print("最终运行帧数:"..BattleLogic.CurFrame())
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local curRound, maxRound = BattleLogic.GetCurRound()
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if curRound > maxRound and _type == BATTLE_SERVER_TYPE.SenLuoHuanJing then -- 森罗幻境超时返回两边血量战斗结果为2
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resultList = {0, 0, 0, 0, 0, 0}
-- 第一位保存我方血量
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local arr = RoleManager.QueryIncludeExile(function (r) return r.camp == 0 end, true)
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if arr[1] then
resultList[1] = arr[1]:GetRoleData(RoleDataName.Hp)
end
-- 第二位保存地方血量
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local arr = RoleManager.QueryIncludeExile(function (r) return r.camp == 1 end, true)
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if arr[1] then
resultList[2] = arr[1]:GetRoleData(RoleDataName.Hp)
end
-- 结果为2
resultList.result = 2
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else
resultList.result = BattleLogic.Result
end
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resultList.curRound=curRound
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local allHeroDamage, allEnemyDamage = BattleLogic.GetAllDamage()
-- print(allHeroDamage, allEnemyDamage)
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if _type == BATTLE_SERVER_TYPE.GuildBossFight -- 公会boss
or _type == BATTLE_SERVER_TYPE.CarBossFight -- 车迟boss
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or _type == BATTLE_SERVER_TYPE.GuildChallenge
or _type == BATTLE_SERVER_TYPE.CarPersonFight
then -- 公会副本 -- 返回伤害值
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resultList.duration = allHeroDamage --TODO:公会boss的持续时间传递的是我方总伤害值
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else
resultList.duration = BattleLogic.CurFrame() / BattleLogic.GameFrameRate
end
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resultList.starRecord=BattleLogic.GetHardLevelStarRecord()
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addBattleData()
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return resultList
end
if isError then --捕获异常,并输出错误日志
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local time = string.format("%d-%d-%d-%d-%d-%d",
os.date("%Y"),
os.date("%m"),
os.date("%d"),
os.date("%H"),
os.date("%M"),
os.date("%S"))
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local file
local platform
-- linux
if not file then
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file = io.open("../luafight/LogError/"..time..".txt", "a")
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platform = "Linux"
end
-- local window server
if not file then
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file = io.open("luafight/LogError/"..time..".txt", "a")
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platform = "Local Windows Server"
end
-- local
if not file then
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file = io.open("LogError/"..time..".txt", "a")
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platform = "Local"
end
file:write(platform..":\n\n\n")
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file:write(errorCache)
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file:write("seed:\n"..tostring(args.seed).."\n")
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file:write("type:\n"..tostring(args.type).."\n")
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file:write("fightData:\n"..PrintTable(_fightData).."\n")
file:write("optionData:\n"..PrintTable(_optionData).."\n")
file:write("\n\nlast com.ljsd.battle data:\n")
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for i=1, #_BattleErrorCache do
file:write(string.format("\nindex:%d\n", i))
file:write(_BattleErrorCache[i])
end
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io.close(file)
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end
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return { result = -1 }
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end
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function BattleMain.TestExcute(data, seed, battleType, round, uid)
if type(data) == "string" then
data = loadstring("return "..data)()
end
local resultList = BattleMain.Execute({seed = seed, type = battleType, maxRound = round}, data, {uid = uid})
print(PrintTable(resultList))
end
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return BattleMain