战斗同步

back_recharge
lvxinran 2019-08-06 20:55:47 +08:00
parent 5855a00391
commit 17f30d751a
8 changed files with 78 additions and 38 deletions

View File

@ -72,10 +72,7 @@ end
function BuffManager:AddBuff(target, buff)
buff.target = target
self.buffQueue:Enqueue(buff)
if not buff.exCtrlTime then
buff.exCtrlTime = 0
end
buff.frameDuration = floor(buff.duration * (1 + buff.exCtrlTime) * BattleLogic.GameFrameRate)
buff.frameDuration = floor(buff.duration * 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)

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@ -40,6 +40,11 @@ local function casterBulletEffect(caster, target, interval)
end
end
local function calBuffHit(caster, target, baseRandom)
local hit = (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
return BattleUtil.ErrorCorrection(hit * baseRandom)
end
--效果表
local effectList = {
--造成[a]%的[b]伤害
@ -64,7 +69,7 @@ local effectList = {
--[a]%概率[b],持续[c]秒
--a[float],b[控制状态],c[float]
[3] = function(caster, target, args, interval)
local f1 = args[1] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f1 = calBuffHit(caster, target, args[1])
local cb1 = args[2]
local f2 = args[3]
BattleLogic.WaitForTrigger(interval, function ()
@ -136,7 +141,7 @@ local effectList = {
--a[float],b[float],c[改变类型]
[8] = function(caster, target, args, interval)
local f1 = args[1]
local f2 = args[2] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = calBuffHit(caster, target, args[2])
local ct = args[3]
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.RandomAction(f2, function ()
@ -208,7 +213,7 @@ local effectList = {
[14] = function(caster, target, args, interval)
local f1 = args[1]
local dt = args[2]
local f2 = args[3] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = calBuffHit(caster, target, args[3])
local rid = args[4]
local f3 = args[5]
local i1 = args[6]
@ -273,7 +278,7 @@ local effectList = {
local f1 = args[1]
local dt = args[2]
local i1 = args[3]
local f2 = args[4] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = calBuffHit(caster, target, args[4])
casterBulletEffect(caster, target, interval)
BattleLogic.WaitForTrigger(interval, function ()
local dmg = floor(caster:GetRoleData(propertyList[dt]) * f1)
@ -353,7 +358,7 @@ local effectList = {
local f1 = args[1]
local dt = args[2]
local dot = args[3]
local f2 = args[4] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = calBuffHit(caster, target, args[4])
local ct = args[5]
local f3 = args[6]
BattleLogic.WaitForTrigger(interval, function ()
@ -507,7 +512,7 @@ local effectList = {
--[a]%概率[b],持续[c]秒
--a[float],b[免疫buff],c[int]
[31] = function(caster, target, args, interval)
local f1 = args[1] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f1 = calBuffHit(caster, target, args[1])
local ib1 = args[2]
local f2 = args[3]
BattleLogic.WaitForTrigger(interval, function ()
@ -518,7 +523,7 @@ local effectList = {
--a[float],b[float],c[改变类型]
[32] = function(caster, target, args, interval)
local f1 = args[1]
local f2 = args[2] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = calBuffHit(caster, target, args[2])
local ct = args[3]
local d = args[4]
BattleLogic.WaitForTrigger(interval, function ()
@ -539,7 +544,7 @@ local effectList = {
[33] = function(caster, target, args, interval)
local f1 = args[1]
local dt = args[2]
local f2 = args[3] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = calBuffHit(caster, target, args[3])
local rid = args[4]
local f3 = args[5]
local i1 = args[6]
@ -667,9 +672,9 @@ local effectList = {
[41] = function(caster, target, args, interval)
local f1 = args[1]
local dt = args[2]
local f2 = args[3] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = calBuffHit(caster, target, args[3])
local f3 = args[4]
local f4 = args[5] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f4 = calBuffHit(caster, target, args[5])
casterBulletEffect(caster, target, interval)
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.RandomAction(f2, function ()
@ -686,7 +691,7 @@ local effectList = {
--进入虚弱状态,有[a]%的概率受到额外[b]%的伤害,状态持续[c]秒
--a[folat],b[float],c[int]
[42] = function(caster, target, args, interval)
local f1 = args[1] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f1 = calBuffHit(caster, target, args[1])
local f2 = args[2]
local f3 = args[3]
BattleLogic.WaitForTrigger(interval, function ()

View File

@ -2,6 +2,10 @@ RoleData = {}
RoleData.__index = RoleData
local max = math.max
local floor = math.floor
local function isFactor(name)
return name > 7
end
function RoleData.New()
local instance = {role=0, data={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0},
orginData={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0}}
@ -12,21 +16,17 @@ end
function RoleData:Init(role, data)
self.role = role
for i=1, #data do
self.data[i] = floor(data[i] * 100000 + 0.5) / 100000 --进行精度处理,避免前后端计算不一致
self.orginData[i] = floor(data[i] * 100000 + 0.5) / 100000 --进行精度处理,避免前后端计算不一致
self.data[i] = BattleUtil.ErrorCorrection(data[i])
self.orginData[i] = BattleUtil.ErrorCorrection(data[i])
end
end
function RoleData:GetData(name)
if self.data[name] then
return self.data[name]
end
return self.data[name]
end
function RoleData:GetOrginData(name)
if self.orginData[name] then
return self.orginData[name]
end
return self.orginData[name]
end
function RoleData:SetValue(name, value)
@ -55,7 +55,13 @@ end
function RoleData:AddPencentValue(name, pencent)
if self.data[name] then
return self:AddValue(name, self.orginData[name] * pencent)
local delta
if isFactor(name) then
delta = BattleUtil.ErrorCorrection(self.orginData[name] * pencent)
else
delta = floor(self.orginData[name] * pencent)
end
return self:AddValue(name, delta)
end
return 0
end
@ -84,7 +90,13 @@ end
function RoleData:SubPencentValue(name, pencent)
if self.data[name] then
return self:SubValue(name, self.data[name] * pencent)
local delta
if isFactor(name) then
delta = BattleUtil.ErrorCorrection(self.orginData[name] * pencent)
else
delta = floor(self.orginData[name] * pencent)
end
return self:SubValue(name, delta)
end
return 0
end

View File

@ -142,6 +142,7 @@ function Skill:Cast()
BattleLogic.SetAggro(self.owner)
if not self.isTeamSkill then
local time = max(8-self.owner:GetRoleData(RoleDataName.Speed)/(8*(self.owner:GetRoleData(RoleDataName.Level)+10)), 1.5)
time = BattleUtil.ErrorCorrection(time)
if self.owner.superSkill == self then
self.sp = 0
self.spPass = floor(self.cd * BattleLogic.GameFrameRate)

View File

@ -265,7 +265,7 @@ function BattleLogic.GetSkillUsable(camp)
end
function BattleLogic.WaitForTrigger(delayTime, action)
delayTime = floor(delayTime * 100000 + 0.5) / 100000 --进行精度处理,避免前后端计算不一致
delayTime = BattleUtil.ErrorCorrection(delayTime)
local delayFrame = floor(delayTime * BattleLogic.GameFrameRate + 0.5)
if delayFrame == 0 then --0延迟的回调直接调用
action()
@ -537,6 +537,15 @@ function BattleLogic.RecordRoleProperty(uid, camp, name, value, delta)
table.insert(record, string.format("frame:%d, uid:%d, camp:%d, name:%s, value:%d, delta:%d", curFrame, uid, camp, name, value, delta))
end
--Record专用
function BattleLogic.RecordDamage(args)
local str = ""
for i=1, #args do
str = str..tostring(args[i]) .. (i == #args and "" or "#")
end
table.insert(record, string.format("frame:%d, damageArgs:%s", curFrame, str))
end
--Record专用
function BattleLogic.RecordEffect(caster, target, type, args, interval)
local cUid = tostring(caster.uid) or "cTeam"

View File

@ -17,6 +17,21 @@ local function clamp(v, minValue, maxValue)
return v
end
function BattleUtil.ErrorCorrection(f) --进行精度处理,避免前后端计算不一致
return floor(f * 100000 + 0.5) / 100000
end
function BattleUtil.FP_Mul(...)
local f = 1
for i, v in ipairs{...} do
f = floor(f * v * 100000 + 0.5) / 100000
end
if BattleLogic.IsOpenBattleRecord then
BattleLogic.RecordDamage({...})
end
return f
end
function BattleUtil.ChooseTarget(role, chooseId)
local chooseType = floor(chooseId / 10000) % 10
local chooseWeight = floor(chooseId / 100) % 10
@ -221,12 +236,11 @@ function BattleUtil.CalDamage(atkRole, defRole, damageType, baseFactor, ignoreDe
--加入被动效果
local critFunc = function(critEx) critDamageFactor = critEx end
atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc)
baseDamage = max(attack * critDamageFactor - 0.5 * defence * ignoreDef, 0)
baseDamage = max(BattleUtil.FP_Mul(attack, critDamageFactor) - BattleUtil.FP_Mul(0.5, defence, ignoreDef), 0)
else
baseDamage = max(attack - 0.5 * defence * ignoreDef, 0)
baseDamage = max(attack - BattleUtil.FP_Mul(0.5, defence, ignoreDef), 0)
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 exFactor = 1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defRole:GetRoleData(RoleDataName.DamageReduceFactor)
local elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor
if atkRole.element == 1 then
elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor
@ -241,9 +255,11 @@ function BattleUtil.CalDamage(atkRole, defRole, damageType, baseFactor, ignoreDe
elseif atkRole.element == 6 then
elementDamageReduceFactor = RoleDataName.DarkDamageReduceFactor
end
exFactor = exFactor * (1 + atkRole:GetRoleData(RoleDataName.ElementDamageBocusFactor) - defRole:GetRoleData(elementDamageReduceFactor))
baseDamage = baseDamage * baseFactor * exFactor
--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)
baseDamage = BattleUtil.FP_Mul(baseDamage, baseFactor,
1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defRole:GetRoleData(RoleDataName.DamageReduceFactor),
(1 + atkRole:GetRoleData(RoleDataName.ElementDamageBocusFactor) - defRole:GetRoleData(elementDamageReduceFactor)))
baseDamage = floor(max(baseDamage, 0.1 * attack))
local func
@ -275,7 +291,7 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
local factor = castRole.isTeam and 1 or castRole:GetRoleData(RoleDataName.TreatFacter) --释放者为team则不计算治疗加成属性
local factor2 = targetRole:GetRoleData(RoleDataName.CureFacter)
local baseTreat = floor(value * baseFactor * factor * factor2 + 0.5)
local baseTreat = floor(BattleUtil.FP_Mul(value, baseFactor, factor, factor2) + 0.5)
--加入被动效果
local treatingFunc = function(exFactor) baseTreat = floor(baseTreat * (exFactor + 1) + 0.5) end

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@ -68,8 +68,8 @@ function RoleLogic:Init(uid, data)
self.skill = skillPool:Get()
self.skill:Init(self, data.skill, false)
self.skill.sp = 0
local time = max(6-self:GetRoleData(RoleDataName.Speed)/(8*(self:GetRoleData(RoleDataName.Level)+10)), 1.5)
self.skill.spPass = floor( time * BattleLogic.GameFrameRate)
local time = max(8-self:GetRoleData(RoleDataName.Speed)/(8*(self:GetRoleData(RoleDataName.Level)+10)), 1.5)
self.skill.spPass = floor( BattleUtil.ErrorCorrection(time) * BattleLogic.GameFrameRate)
end
if data.superSkill and #data.superSkill > 0 then
self.superSkill = skillPool:Get()
@ -235,7 +235,7 @@ function RoleLogic:GetRoleData(property)
for i=1, self.proTranList.size do
item = self.proTranList.buffer[i]
if item.proName == property then
tarPro = tarPro + self.data:GetData(item.tranProName) * item.tranFactor
tarPro = tarPro + BattleUtil.ErrorCorrection(self.data:GetData(item.tranProName) * item.tranFactor)
end
end
return tarPro

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@ -121,9 +121,9 @@ public class MissionLoigc {
}
if(state!=2 && sTreasureTaskConfig.getTaskType() == MissionType.SENVER_HAPPY.getMissionTypeValue()){
if(System.currentTimeMillis()>user.getActivityManager().getSenvenTime()){
state=0;
state=1;
}else {
state = 1;
state =0;
}
}