同步战斗
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ff2593d4de
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1f9affbcba
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@ -1915,7 +1915,7 @@ local passivityList = {
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-- 释放技能后
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Special then
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local list = skill:GetDirectTargets()
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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for i = 1, #list do
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list[i]:AddRage(i1, CountTypeName.Sub)
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@ -2265,7 +2265,7 @@ local passivityList = {
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-- 普攻后
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Normal then
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local list = skill:GetDirectTargets()
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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for _, r in ipairs(list) do
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r:AddRage(i1, CountTypeName.Sub)
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@ -2467,7 +2467,7 @@ local passivityList = {
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-- 普攻后
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Normal then
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local list = skill:GetDirectTargets()
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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local attack = role:GetRoleData(RoleDataName.Attack)
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local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2))
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@ -2510,7 +2510,7 @@ local passivityList = {
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-- 技能后后
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Special then
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local list = skill:GetDirectTargets()
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1))
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for _, r in ipairs(list) do
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@ -2533,7 +2533,7 @@ local passivityList = {
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-- 技能后后
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Normal then
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local list = skill:GetDirectTargets()
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1))
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for _, r in ipairs(list) do
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@ -2871,7 +2871,7 @@ local passivityList = {
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-- 技能后后
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local onSkillCastEnd = function(skill)
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if skill.type == BattleSkillType.Special then
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local targets = skill:GetDirectTargets()
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local targets = skill:GetDirectTargetsNoMiss()
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if targets then
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for _, r in ipairs(targets) do
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BattleUtil.RandomControl(f1, ctrl, role, r, i1)
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@ -3416,7 +3416,7 @@ local passivityList = {
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local function onSkillCastEnd(skill)
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-- 对每个目标附加减伤盾
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local targets = skill:GetDirectTargets()
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local targets = skill:GetDirectTargetsNoMiss()
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if targets and #targets == 1 then
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targets[1]:AddRage(i1, CountTypeName.Sub)
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end
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@ -3523,7 +3523,7 @@ local passivityList = {
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local chooseId = effectGroup.chooseId
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local chooseLimit = floor(chooseId / 10000) % 10
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if chooseLimit == 3 then -- 打纵列
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local targets = skill:GetDirectTargets()
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local targets = skill:GetDirectTargetsNoMiss()
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if targets then
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for _, r in ipairs(targets) do
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r:AddRage(i1, CountTypeName.Sub)
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@ -10,7 +10,7 @@ local effectPool = BattleObjectPool.New(function ()
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return { type = 0, args = {}} -- type, {args, ...}
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end)
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local effectGroupPool = BattleObjectPool.New(function ()
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return { chooseId = 0, duration = 0, effects = {}} -- chooseId, duration, {effect1, effect2, ...}
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return { chooseId = 0, effects = {}} -- chooseId, {effect1, effect2, ...}
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end)
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Skill = {}
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@ -25,31 +25,32 @@ end
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function Skill:Init(role, effectData, type, targets, isAdd, isRage) --type 0 异妖 1 点技 2 滑技
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local isTeamSkill = type == 0
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self.type = type
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--skill = {技能ID, {目标id1, 效果时间, 效果1, 效果2, ...},{目标id2, 效果时间, 效果3, 效果4, ...}, ...}
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--skill = {技能ID, 命中时间, 持续时间, 伤害次数, {目标id1, 效果1, 效果2, ...},{目标id2, 效果3, 效果4, ...}, ...}
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--效果 = {效果类型id, 效果参数1, 效果参数2, ...}
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self.effectList:Clear()
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self.owner = role
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self.isTeamSkill = isTeamSkill
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self.teamSkillType = isTeamSkill and floor(effectData[1] / 100) or 0
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self.id = effectData[1] -- 技能ID
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-- self.EffectDuration = 0 -- 效果命中需要的时间
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self.hitTime = effectData[2] -- 效果命中需要的时间
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self.continueTime = effectData[3] -- 命中后伤害持续时间
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self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
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self.targets = targets or {}
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self.isAdd = isAdd
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self.isRage = isRage
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for i=2, #effectData do
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for i=5, #effectData do
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local v = effectData[i]
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local effectGroup = effectGroupPool:Get() -- chooseId, duration, {effect1, effect2, ...}
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local effectGroup = effectGroupPool:Get() -- chooseId, {effect1, effect2, ...}
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effectGroup.chooseId = v[1] --chooseId
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effectGroup.duration = v[2] --duration
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for j=3, #v do --effectList
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for j=2, #v do -- effectList
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local effect = effectPool:Get() -- type, {args, ...}
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effect.type = v[j][1]
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for k=2, #v[j] do
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effect.args[k-1] = v[j][k]
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end
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effectGroup.effects[j-2] = effect
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effectGroup.effects[j-1] = effect
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end
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self.effectList:Add(effectGroup)
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end
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@ -71,12 +72,11 @@ function Skill:Dispose()
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end
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end
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local function takeEffect(caster, target, effects, duration, skill)
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for k=1, #effects do
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local function DoEffect(caster, target, eff, duration, skill)
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local e = {type = 0, args = {}}
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e.type = effects[k].type
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for i=1, #effects[k].args do
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e.args[i] = effects[k].args[i]
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e.type = eff.type
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for i=1, #eff.args do
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e.args[i] = eff.args[i]
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end
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-- 检测被动技能对技能参数的影响
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@ -100,6 +100,17 @@ local function takeEffect(caster, target, effects, duration, skill)
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)
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end
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end
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function Skill:takeEffect(caster, target, effects, effectIndex, duration, skill)
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for k=1, #effects do
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-- 如果不是第一个效果对列的第一个效果则判断是否命中
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if k ~= 1 and effectIndex == 1 then
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if self:CheckTargetIsHit(target) then
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DoEffect(caster, target, effects[k], duration, skill)
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end
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else
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DoEffect(caster, target, effects[k], duration, skill)
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end
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end
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end
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-- 释放技能
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@ -107,7 +118,7 @@ end
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function Skill:Cast(func)
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self.castDoneFunc = func
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self.effectTargets = {}
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self.targetIsHit = {}
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-- 先计算出技能的目标
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for i=1, self.effectList.size do
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-- 是否重新选择目标
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@ -153,7 +164,6 @@ function Skill:Cast(func)
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if arr and #arr > 0 then
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--效果延迟1帧生效
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
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local duration = effectGroup.duration
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local effects = effectGroup.effects
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local weight = floor(chooseId % 10000 / 100)
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local count = min(chooseId % 10, #arr)
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@ -163,7 +173,20 @@ function Skill:Cast(func)
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-- 全部同时生效
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for j=1, count do
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if arr[j] and not arr[j]:IsRealDead() then
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takeEffect(self.owner, arr[j], effects, duration, self)
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-- 检测是否命中
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if i == 1 then
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self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.owner, arr[j])
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end
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self:takeEffect(self.owner, arr[j], effects, i, self.hitTime, self)
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-- if i == 1 then
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-- self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.owner, arr[j])
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-- takeEffect(self.owner, arr[j], effects, self.hitTime, self)
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-- else
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-- -- 未命中的目标不会产生后续技能效果
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-- if self:CheckTargetIsHit(arr[j]) then
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-- takeEffect(self.owner, arr[j], effects, self.hitTime, self)
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-- end
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-- end
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end
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end
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end)
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@ -182,10 +205,7 @@ function Skill:Cast(func)
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tr.Event:DispatchEvent(BattleEventName.BeSkillCast, self)
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end
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--技能的施法时间计算,根据当前目标id关联的持续时间,取其中时间最长的一个
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local duration = 0
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for i=1, self.effectList.size do
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duration = max(duration, self.effectList.buffer[i].duration)
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end
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local duration = self.hitTime + self.continueTime
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-- 结算时间向后延长0.2秒,避免在效果结算完成前就结束了技能释放
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BattleLogic.WaitForTrigger(duration + 0.2, function()
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self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
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@ -202,10 +222,20 @@ function Skill:Cast(func)
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end
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-- 获取技能的直接目标,和策划规定第一个效果的目标为直接效果目标
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-- 获取技能的直接目标,和策划规定第一个效果的目标为直接效果目标,(包含miss的目标)
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function Skill:GetDirectTargets()
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return self.effectTargets[1]
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end
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-- 获取直接目标,不包含miss的目标,可能为空
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function Skill:GetDirectTargetsNoMiss()
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local list = {}
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for _, role in ipairs(self.effectTargets[1]) do
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if self.CheckTargetIsHit(role) then
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table.insert(list, role)
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end
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end
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return list
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end
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-- 获取技能目标最大人数
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function Skill:GetMaxTargetNum()
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local mainEffect = self.effectList.buffer[1]
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@ -214,6 +244,10 @@ function Skill:GetMaxTargetNum()
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end
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return BattleUtil.GetMaxTargetNum(mainEffect.chooseId)
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end
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-- 判断是否命中
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function Skill:CheckTargetIsHit(role)
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return self.targetIsHit[role]
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end
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-- 结束技能
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function Skill:EndSkill()
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@ -1,6 +1,6 @@
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BattleLogManager = {}
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local this = BattleLogManager
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local isLog = true
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local isLog = false
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local function pairsByKeys(t)
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local a = {}
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@ -210,10 +210,11 @@ function BattleLogic.TurnRound(debugTurn)
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"position", CurSkillPos[CurCamp]
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)
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-- buff计算
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BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
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BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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-- 如果角色无法释放技能
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if not SkillRole:IsAvailable() then
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BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
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BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
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BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
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BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
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@ -224,8 +225,8 @@ function BattleLogic.TurnRound(debugTurn)
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-- 行动
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SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
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BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
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BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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-- BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
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-- BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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-- 释放技能后,递归交换阵营
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SkillRole:CastSkill(function()
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BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
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@ -50,6 +50,8 @@ BattleEventName = {
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FinalDamage = indexAdd(),
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FinalBeDamage = indexAdd(),
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HitMiss = indexAdd(),
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BeHitMiss = indexAdd(),
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CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
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SkillCast = indexAdd(), -- 技能攻击前
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@ -383,7 +383,15 @@ end
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--执行完整的命中,伤害,暴击计算,返回命中,暴击
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--skill造成伤害的技能 atkRole攻击者 defRole受击者 damageType伤害类型 baseFactor伤害系数 ignoreDef无视防御参数 dotType是持续伤害类型
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function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, ignoreDef, dotType)
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if atkRole.isTeam and not defRole:IsDead() then --如果是队伍技能,计算真实伤害,则damageType为伤害值
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-- 判断是否命中
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if skill and not skill:CheckTargetIsHit(defRole) then
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BattleLogic.Event:DispatchEvent(BattleEventName.HitMiss, atkRole, defRole, skill)
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atkRole.Event:DispatchEvent(BattleEventName.HitMiss, defRole, skill)
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defRole.Event:DispatchEvent(BattleEventName.BeHitMiss, atkRole, skill)
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return 0
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end
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-- 如果是队伍技能,计算真实伤害,则damageType为伤害值
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if atkRole.isTeam and not defRole:IsDead() then
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return BattleUtil.ApplyDamage(skill, atkRole, defRole, damageType), false
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end
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@ -526,6 +534,15 @@ end
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-- 检测命中
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function BattleUtil.CheckIsHit(atkRole, defRole)
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-- 是否命中: 命中 = 自身命中率 - 对方闪避率
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local isHit = false
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local hitRandom = Random.Range01()
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local hitCondition = clamp(atkRole:GetRoleData(RoleDataName.Hit) - defRole:GetRoleData(RoleDataName.Dodge), 0, 1)
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isHit = hitRandom <= hitCondition
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return isHit
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end
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function BattleUtil.RandomAction(rand, action)
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if Random.Range01() <= rand and action then
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