战斗同步

back_recharge
lvxinran 2020-10-16 11:39:44 +08:00
parent 7ced543cb1
commit 2aaf089db6
10 changed files with 473 additions and 127 deletions

View File

@ -1944,8 +1944,8 @@ local effectList = {
BattleLogic.WaitForTrigger(interval, function ()
-- 对仇恨目标追加一次技能
for i = 1, i1 do
caster:AddSkill(BattleSkillType.Normal, false, true, {{target}})
end
caster:AddSkill(BattleSkillType.Normal, false, true, {{target}})
end
end)
end,
@ -1980,7 +1980,8 @@ local effectList = {
-- 检测技能伤害治疗加成
f2 = BattleUtil.CheckSkillDamageHeal(f2, caster, arr[1])
-- 治疗血量最低队友实际伤害的f2%
BattleUtil.ApplyTreat(caster, arr[1], floor(finalDmg*f2))
--之前是finaldag 改成 damage
BattleUtil.ApplyTreat(caster, arr[1], floor(damage*f2))
end
target.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
BattleUtil.CalDamage(skill, caster, target, dt, f1)
@ -2074,6 +2075,10 @@ local effectList = {
if ft < f2 then
isSecKill = BattleUtil.RandomAction(f3, function()
-- 秒杀
local isBoss=BattleUtil.CheckIsBoss(target)
if isBoss then
return
end
BattleUtil.Seckill(skill, caster, target)
end)
end
@ -2117,7 +2122,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function ()
local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
if target:IsDead() then
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
caster:AddBuff(Buff.Create(caster, BuffName.PropertyChange, 0, BattlePropList[pro1], f2, ct))
end
end
@ -2229,6 +2234,17 @@ local effectList = {
BattleUtil.ApplyTreat(caster, target, v)
end)
end,
--组合技能主动让自己释放一次有动作的自身普攻技能配置目标选择只能配置成1个目标否者会释放多次by王振兴
[116] = function(caster, target, args, interval, skill)
local i1 = args[1]
--如果身上有不灭效果就不会加普攻兼容金翅大鹏10星天赋 by王振兴
if not BattleLogic.BuffMgr:HasBuff(caster,BuffName.NoDead) then
BattleLogic.WaitForTrigger(0.5, function ()
caster:InsertSkill(BattleSkillType.Normal, false, false, nil)
end)
end
end,
}
return effectList

View File

@ -1479,9 +1479,12 @@ local passivityList = {
[78] = function(role, args)
local pro = args[1]
local f1 = args[2]
local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro])))
BattleUtil.CalTreat(role, role, val)
LogBattle("开始治疗")
--这里加一个延时,防止执行时显示层还没有初始化,从而没有表现
BattleLogic.WaitForTrigger(0.05, function()
local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro])))
BattleUtil.CalTreat(role, role, val)
end)
end,
--战斗结束时,为自身回复[a]*[b]的血量。
--a[属性],b[float]
@ -1563,7 +1566,7 @@ local passivityList = {
-- buff.cover = true -- 可以叠加
-- buff.clear = false -- 不可驱散
-- role:AddBuff(buff)
if skill and not skill.isAdd and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
if skill and not skill.isAdd and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
role:AddRage(i1, CountTypeName.Add)
end
end
@ -1687,7 +1690,8 @@ local passivityList = {
local allDamage = 0
local OnHit = function(atkRole, damage, bCrit, finalDmg, damageType, skill)
if skill and skill.type == BattleSkillType.Special then
allDamage = allDamage + finalDmg
--吸血修改finaldag 改成 damage by:王振兴 2020/08/17
allDamage = allDamage + damage
end
end
local function onSkillCast(skill)
@ -1781,7 +1785,7 @@ local passivityList = {
local ct = args[3]
-- 释放技能后
local onRoleHit = function(defRole)
if defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
if defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
-- buff.cover = true
role:AddBuff(buff)
@ -1875,6 +1879,10 @@ local passivityList = {
[108] = function(role, args)
local f1 = args[1]
local onBeHit = function(caster, damage, bCrit, finalDmg, damageType, skill)
--如果角色死亡就不会反弹伤害
if role:IsDead() then
return
end
if skill then --技能造成的直接伤害
local rDamage = f1 * damage
@ -1985,8 +1993,7 @@ local passivityList = {
local i1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
-- LogError("target "..target.roleId .. " ".. target.star)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
for i = 1, i1 do
role:AddSkill(BattleSkillType.Normal, false, true, nil)
end
@ -2032,7 +2039,7 @@ local passivityList = {
local f1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
BattleUtil.CalTreat(role, role, treat)
end
@ -2206,7 +2213,7 @@ local passivityList = {
-- 释放技能后
local onSkillEnd = function(skill)
if skill.type == BattleSkillType.Special then
local list = RoleManager.Query(function(v) return v.position > 3 end)
local list = RoleManager.Query(function(v) return v.position > 3 and v.camp==role.camp end)
for _, r in ipairs(list) do
r:AddRage(i1, CountTypeName.Add)
end
@ -2221,7 +2228,7 @@ local passivityList = {
local f1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
role:AddBuff(buff)
end
@ -2376,7 +2383,7 @@ local passivityList = {
-- 击杀数量累加
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
if skill and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
killNum = killNum + 1
end
end
@ -2514,7 +2521,8 @@ local passivityList = {
if skill.type == BattleSkillType.Special then
local list = skill:GetDirectTargetsNoMiss()
if list then
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1))
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv)
for _, r in ipairs(list) do
local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
auraBuff.interval = 1
@ -2537,7 +2545,8 @@ local passivityList = {
if skill.type == BattleSkillType.Normal then
local list = skill:GetDirectTargetsNoMiss()
if list then
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1))
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv)
for _, r in ipairs(list) do
local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv)
auraBuff.interval = 1
@ -2615,7 +2624,8 @@ local passivityList = {
local f1 = args[2]
local onHit = function(target, damage, bCrit, finalDmg)
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f1)))
--吸血修改 finaldamage 改为 damage by往王振兴 2020/08/17
BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * f1)))
end
end
local onSkillCast = function(skill)
@ -2672,7 +2682,7 @@ local passivityList = {
local function onRoleDead()
for i = 1, i1 do
-- 插入一个技能,该技能优先级较高
role:InsertSkill(BattleSkillType.Special, false, true, nil)
role:InsertSkill(BattleSkillType.DeadSkill, false, true, nil)
end
end
role.Event:AddEvent(BattleEventName.RoleDead, onRoleDead)
@ -2755,7 +2765,7 @@ local passivityList = {
local dot = args[1]
local f1 = args[2]
local function onHit(target)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local maxHp = role:GetRoleData(RoleDataName.MaxHp)
local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
BattleUtil.ApplyTreat(role, role, value)
@ -2844,16 +2854,19 @@ local passivityList = {
local f1 = args[2]
local f2 = args[3]
--
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
if skill and skill.type == BattleSkillType.Normal and not defRole:IsDead() then
if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
local isBoss=BattleUtil.CheckIsBoss(defRole)
if isBoss then
return
end
-- 检测被动技能对秒杀参数得影响
local bf, kf = BattleUtil.CheckSeckill(f1, f2, role, defRole)
--
local ft = defRole:GetRoleData(RoleDataName.Hp)/defRole:GetRoleData(RoleDataName.MaxHp)
if ft < bf then
BattleUtil.RandomAction(kf, function()
-- 秒杀
BattleUtil.Seckill(skill, role, defRole)
end)
end
@ -2890,7 +2903,7 @@ local passivityList = {
local i1 = args[1]
local onHit = function(target, damage, bCrit, finalDmg)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
role:AddRage(i1, CountTypeName.Add)
end
end
@ -3028,12 +3041,34 @@ local passivityList = {
-- a[float]
[161] = function(role, args)
local f1 = args[1]
--之前为根据异常效果的数量改为根据异常效果的类型 by:王振兴
local function onPassiveDamaging(damagingFunc, target, damage)
local list = BattleLogic.BuffMgr:GetBuff(target, function(buff)
return buff.type == BuffName.DOT or buff.type == BuffName.Control
end)
if list and damagingFunc then
local num = #list
--local list = BattleLogic.BuffMgr:GetBuff(target, function(buff)
--return buff.type == BuffName.DOT or buff.type == BuffName.Control
--end)
local dotList={}
local controlList={}
local list=BattleLogic.BuffMgr:GetBuff(target)
for i = 1, #list do
local buff=list[i]
if buff.type== BuffName.DOT and buff.damageType and dotList and not BattleUtil.ChecklistIsContainValue(dotList,buff.damageType) then
table.insert(dotList,buff.damageType)
end
if buff.type== BuffName.Control and buff.ctrlType and controlList and not BattleUtil.ChecklistIsContainValue(controlList,buff.ctrlType) then
table.insert(controlList,buff.ctrlType)
end
end
local num = 0
if dotList then
num = num + #dotList
end
if controlList then
num=num+ #controlList
end
if num>0 and damagingFunc then
local dd = BattleUtil.CountValue(damage, f1 * num, CountTypeName.AddPencent) - damage
damagingFunc(-floor(BattleUtil.ErrorCorrection(dd)))
end
@ -3133,7 +3168,8 @@ local passivityList = {
local f1 = args[2]
local onHit = function(target, damage, bCrit, finalDmg)
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f1)))
--吸血修改 finaldamage 改为 damage by往王振兴 2020/08/17
BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * f1)))
end
end
local onSkillCast = function(skill)
@ -3211,7 +3247,7 @@ local passivityList = {
local dt = args[2]
-- 直接伤害后
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and not skill.isAdd and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if skill and not skill.isAdd and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
BattleUtil.SortByHpFactor(list, 1)
local index = 0
@ -3235,9 +3271,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill:GetDirectTargets()
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3309,9 +3345,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill.effectTargets[2]
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3365,9 +3401,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill:GetDirectTargets()
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3436,9 +3472,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill:GetDirectTargets()
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3477,15 +3513,13 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster)
end,
-- 直接伤害击杀目标对仇恨目标造成[a]%物理伤害
-- a[float]
[185] = function(role, args)
local f1 = args[1]
local onRoleHit = function(target)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local target = RoleManager.GetAliveAggro(role)
BattleUtil.CalDamage(nil, role, target, 1, f1)
end
@ -3714,15 +3748,24 @@ local passivityList = {
local f1 = args[1]
local OnRoleDamageBefore = function(defRole, factorFunc, damageType, skill)
local targets = skill:GetDirectTargets()
if not targets or #targets == 0 then return end
local cf = f1/#targets
for _, target in ipairs(targets) do
BattleUtil.RandomAction(cf, function()
BattleLogic.BuffMgr:ClearBuff(target, function(buff)
return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
if skill then
-- 计算概率
local cf = f1
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
cf = cf/maxNum
end
local targets = skill:GetDirectTargets()
if not targets or #targets == 0 then return end
for _, target in ipairs(targets) do
BattleUtil.RandomAction(cf, function()
BattleLogic.BuffMgr:ClearBuff(target, function(buff)
return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
end)
end)
end)
end
end
end
role.Event:AddEvent(BattleEventName.RoleDamageBefore, OnRoleDamageBefore)
@ -3769,7 +3812,7 @@ local passivityList = {
[197] = function(role, args)
local f1 = args[1]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and skill.type == BattleSkillType.Special and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
if skill and skill.type == BattleSkillType.Special and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
BattleUtil.RandomAction(f1, function()
role:AddRage(target.Rage, CountTypeName.Add)
end)
@ -3854,6 +3897,10 @@ local passivityList = {
role:AddRage(i1, CountTypeName.Add)
local function onPassiveSeckill(func)
local isBoss=BattleUtil.CheckIsBoss(defRole)
if isBoss then
return
end
if func then func(f1, CountTypeName.Cover) end
end
role.Event:AddEvent(BattleEventName.PassiveSeckill, onPassiveSeckill)
@ -3885,9 +3932,6 @@ local passivityList = {
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
-- 秒杀概率无法复活
local function onSecKill(target)
BattleUtil.RandomAction(f3, function()
@ -3895,7 +3939,6 @@ local passivityList = {
end)
end
role.Event:AddEvent(BattleEventName.Seckill, onSecKill)
end,
@ -4229,7 +4272,11 @@ local passivityList = {
if das > hp then -- 护盾后伤害值依然致死
dd = dd - das + hp - 1
end
BattleUtil.ApplyDamage(nil, role, r, dd)
--boss 免疫生命百分比伤害
local isBoss=BattleUtil.CheckIsBoss(r)
if not isBoss then
BattleUtil.ApplyDamage(nil, role, r, dd)
end
--概率控制
BattleUtil.RandomControl(f2, ctrl, role, r, i2)
end
@ -4420,6 +4467,10 @@ local passivityList = {
local f1 = args[1]
--
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
local isBoss=BattleUtil.CheckIsBoss(defRole)
if isBoss then
return
end
if skill and not defRole:IsDead() then
-- 检测被动技能对秒杀参数得影响
local bf, kf = BattleUtil.CheckSeckill(f1, 0, role, defRole)
@ -4691,5 +4742,42 @@ local passivityList = {
end
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, _OnRoleRealDead)
end,
-- 释放技能有[a]%概率释放[b]技能。
-- a[float]b[int]
[242] = function(role, args)
local f1 = args[1]
local f2 = args[2]
local f3=args[3]
-- 释放技能后
local onSkillEnd = function(skill)
if skill and skill.type == BattleSkillType.Special then
BattleUtil.RandomAction(f1, function()
role:InsertExtraSkill(f2,f3)
end)
end
end
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd)
end,
-- 直接伤害击杀目标释放[a]技能。
-- a[float]
[243] = function(role, args)
local f1 = args[1]
local f2=args[2]
local onRoleHit = function(target)
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
-- local target = RoleManager.GetAliveAggro(role)
--BattleUtil.CalDamage(nil, role, target, 1, f1)
--加一个延时操作,防止有的英雄有死亡后再释放一次技能的被动 by:王振兴
role:InsertExtraSkill(f1,f2)
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
end,
--怪物的身份表份标识 挂上这个效果就会变成参数对应的类型
[244] = function(role, args)
local f1 = args[1]
role.data.enemyType=f1
BattleUtil.CheckIsBoss(role)
end,
}
return passivityList

View File

@ -208,7 +208,7 @@ function Skill:Cast(func)
--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
local duration = self.hitTime + self.continueTime
-- 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
BattleLogic.WaitForTrigger(duration + 0.2, function()
BattleLogic.WaitForTrigger(duration + 0.4, function()
self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)

View File

@ -1,6 +1,20 @@
BattleLogManager = {}
local this = BattleLogManager
local isLog = true
local isEditor = AppConst and AppConst.Platform == "EDITOR"
local isMobile = AppConst and (AppConst.Platform == "ANDROID" or AppConst.Platform == "IOS")
local isDebug = false
function LogBattle(str)
if isDebug then
if isEditor then
LogGreen(str)
else
print(str)
end
end
end
local isLog = (true and not isMobile) or isEditor
local function pairsByKeys(t)
local a = {}
@ -80,6 +94,7 @@ function this.Init(fightdata, userdata)
end
this.logList = {}
this.WriteFightDataToFile()
end
function this.Log(...)
@ -93,10 +108,14 @@ function this.Log(...)
log = log .. string.format("%s = %s, ", key, value)
end
table.insert(this.logList, log)
-- 如果log大于100条写一便日志到文件
if #this.logList > 100 then
this.WriteLogToFile()
end
end
function this.WriteFile()
if not isLog then return end
function this.GetFile(wType)
local time = string.format("%d-%d-%d-%d-%d-%d",
os.date("%Y"),
os.date("%m"),
@ -108,29 +127,44 @@ function this.WriteFile()
local platform
-- linux
if not file then
file = io.open("../luafight/BattleRecord/log-"..(this.userId or time)..".txt", "a")
file = io.open("../luafight/BattleRecord/log-"..(this.userId or time)..".txt", wType)
platform = "Linux"
end
-- local window server
if not file then
file = io.open("luafight/BattleRecord/log-"..(this.userId or time)..".txt", "a")
file = io.open("luafight/BattleRecord/log-"..(this.userId or time)..".txt", wType)
platform = "Local Windows Server"
end
-- local
if not file then
file = io.open("BattleRecord/log-"..(this.userId or time)..".txt", "a")
file = io.open("BattleRecord/log-"..(this.userId or time)..".txt", wType)
platform = "Local"
end
return file, platform
end
-- 将战斗数据写入log
function this.WriteFightDataToFile()
if not isLog then return end
local file, platform = this.GetFile("w")
file:write(platform..":\n\n\n")
for i = 1, #this.logList do
file:write(this.logList[i].."\n")
end
file:write("\n\n\n\n\n")
file:write("fightData:\n")
file:write(this.PrintBattleTable(this.fightdata))
file:write("\n\n")
file:write("timeStamp: " .. this.timestamp)
file:write("\n\n\n\n\n")
io.close(file)
end
-- 将日志写入log
function this.WriteLogToFile()
if not isLog then return end
local file, platform = this.GetFile("a")
for i = 1, #this.logList do
file:write(this.logList[i].."\n")
end
this.logList = {}
io.close(file)
end

View File

@ -1,30 +1,27 @@
BattleLogic = {}
local floor = math.floor
local min = math.min
-- local objList = BattleDictionary.New()
local removeObjList = BattleList.New()
local MaxRound = 20
local CurRound = 0
local CurCamp = 0
local CurSkillPos = {}
local PosList = {}
local curFrame
BattleLogic.Type = 0 --1 故事副本 2 地图探索 3 竞技场 4 秘境boss 5 解锁秘境 6 公会战 7 血战 8 兽潮 9巅峰战
BattleLogic.Type = -1 -- 0 切磋 1 故事副本 2 地图探索 3 竞技场 4 秘境boss 5 解锁秘境 6 公会战 7 血战 8 兽潮 9巅峰战
BattleLogic.IsEnd = false
BattleLogic.Result = -1
BattleLogic.Event = BattleEvent.New()
BattleLogic.BuffMgr = BuffManager.New()
local _IsDebug
local fightData
local record
local userData
--所有英雄伤害和治疗
local allHeroDamage=0
--所有怪的伤害和治疗
local allEnemyDamage=0
--是否开启战斗日志
BattleLogic.IsOpenBattleRecord = false
--逻辑帧频
@ -34,8 +31,6 @@ BattleLogic.GameDeltaTime = 1 / BattleLogic.GameFrameRate
BattleLogic.TotalOrder = 0
--当前波次
BattleLogic.CurOrder = 0
local actionPool = BattleObjectPool.New(function ()
return { 0, 0 }
end)
@ -65,7 +60,8 @@ function BattleLogic.Init(data, _userData, maxRound)
CurRound = 0
MaxRound = maxRound or 20
allHeroDamage= 0
allEnemyDamage= 0
_IsDebug = false
BattleLogic.Event:ClearEvent()
@ -78,8 +74,31 @@ function BattleLogic.Init(data, _userData, maxRound)
OutDataManager.Init(fightData)
PassiveManager.Init()
BattleLogManager.Init(fightData, userData)
end
--监听英雄受到治疗
BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
if castRole.camp==0 then
LogBattle("我方 英雄治疗"..treat)
allHeroDamage=allHeroDamage+treat
else
LogBattle("敌方 英雄治疗"..treat)
allEnemyDamage=allEnemyDamage+treat
end
end)
--监听英雄受到攻击
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType)
--我方阵营总攻击
if atkRole.camp==0 then
allHeroDamage=allHeroDamage+damage
LogBattle("我方 英雄攻击"..damage)
--敌方阵营
else
allEnemyDamage=allEnemyDamage+damage
LogBattle("敌方 英雄攻击"..damage)
end
end)
end
-- 检测先手阵营
function BattleLogic.CheckFirstCamp()
-- 默认我方先手
@ -161,6 +180,7 @@ end
-- debugTurn 用于判断是否是debug轮转的参数
function BattleLogic.TurnRound(debugTurn)
if BattleLogic.GetIsDebug() and not debugTurn then
LogBattle("-------------")
BattleLogic.Event:DispatchEvent(BattleEventName.DebugStop)
return
end
@ -182,6 +202,11 @@ function BattleLogic.TurnRound(debugTurn)
CurCamp = (CurCamp + 1) % 2
end
-- 这里再检测一次战斗结束
if CurRound > MaxRound then
return
end
--
BattleLogManager.Log(
"Camp Change",
@ -279,7 +304,18 @@ function BattleLogic.Update()
return
end
if CurRound > MaxRound then
BattleLogic.BattleEnd(0)
if BattleLogic.Type==9 or BattleLogic.Type== 0 then
LogBattle("我方总输出"..allHeroDamage.."敌方总输出:"..allEnemyDamage)
if allHeroDamage>allEnemyDamage then
LogBattle("争霸赛我方胜")
BattleLogic.BattleEnd(1)
else
LogBattle("争霸赛敌方胜")
BattleLogic.BattleEnd(0)
end
else
BattleLogic.BattleEnd(0)
end
return
end
if roleResult == 1 then
@ -306,9 +342,6 @@ function BattleLogic.Update()
-- 检测buff
BattleLogic.BuffMgr:Update()
---
-- 检测角色状态
RoleManager.Update()
-- 检测死亡
if RoleManager.CheckDead() then -- 单独用一帧执行死亡
return
@ -323,7 +356,9 @@ function BattleLogic.Update()
BattleLogic.CheckTurnRound()
-- 技能
SkillManager.Update()
--如果有英雄有可以复活的技能,先执行技能逻辑,最后判断死亡人数 by:王振兴
-- 检测角色状态
RoleManager.Update()
end
-- 战斗结束
@ -336,7 +371,7 @@ function BattleLogic.BattleEnd(result)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleEnd, result)
-- 战斗日志写入
if not BattleLogic.GetIsDebug() then
BattleLogManager.WriteFile()
BattleLogManager.WriteLogToFile()
end
end
--

View File

@ -120,6 +120,8 @@ BattleEventName = {
SkillTargetCheck = indexAdd(),
DebugStop = indexAdd(),
--显示提示文字
ShowHintText = indexAdd(),
}
index = 0
@ -186,8 +188,23 @@ BattleSkillType = {
Monster = 0,
Normal = 1,
Special = 2,
--额外技能
Extra = 3,
--死亡后释放的技能
DeadSkill = 4,
}
--敌人类型
EnemyType={
--普通敌人
normal = 0,
--boss
Boss = 1,
}
CountTypeName = {
Add = 1,
AddPencent = 2,
@ -202,6 +219,15 @@ ShieldTypeName = {
AllReduce = 3, -- 无敌护盾
}
--额外释放技能
ExtraReleaseSkill={
skill1={1012051,1,0,1,{200000,{1,0.41,2}}},
skill2={1132051,0.8,0,1,{200212,{1,0.89,2}}},
skill3={1151111,0.05,0,1,{220000,{1,0.86,2}}},
skill4={10000351,0.3,0.5,4,{400000,{1,1.75,1}}},
}
-- 战斗表属性id对应战斗中属性数据
BattlePropList = {

View File

@ -173,9 +173,11 @@ function BattleUtil.ChooseTarget(role, chooseId)
end
arr = tempArr
elseif chooseLimit == 3 then-- 对列
local myCol = role.position % 3
local tempArr = BattleUtil.ChooseCol(arr, myCol)
if #tempArr == 0 then -- 对列没有人,按顺序找到有人得列
local target=RoleManager.GetAggro(role)
if target then
local myCol = target.position % 3
local tempArr = BattleUtil.ChooseCol(arr, myCol)
if #tempArr == 0 then -- 对列没有人,按顺序找到有人得列
for i = 1, 3 do
local col = i % 3 -- 0 表示第三列嗷
tempArr = BattleUtil.ChooseCol(arr, col)
@ -183,8 +185,10 @@ function BattleUtil.ChooseTarget(role, chooseId)
break
end
end
end
arr = tempArr
end
arr = tempArr
end
end
-- 选择条件
@ -205,7 +209,11 @@ function BattleUtil.ChooseTarget(role, chooseId)
elseif chooseWeight == 7 then -- 对位及其相邻目标
arr = RoleManager.GetNeighbor(role, chooseType)
elseif chooseWeight == 8 then -- 对位
arr = RoleManager.GetArrAggroList(role, arr)
if num==1 then
arr=RoleManager.GetAggroHero(role,arr)
else
arr = RoleManager.GetArrAggroList(role, arr)
end
-- elseif chooseWeight == 9 then -- 展位距离
-- BattleUtil.Sort(arr, function(a, b)
-- local r1 = math.abs(role.position - a.position) * 10 + a.position
@ -213,7 +221,6 @@ function BattleUtil.ChooseTarget(role, chooseId)
-- if sort == 1 then return r1 > r2 else return r1 < r2 end
-- end)
end
local finalArr = {}
if num == 0 then
finalArr = arr
@ -275,7 +282,19 @@ function BattleUtil.PreCountShield(defRole, damage)
end
return damage
end
--检测是否为boss
function BattleUtil.CheckIsBoss(role)
if not role then
return
end
if role.data.enemyType==EnemyType.Boss then
--弹免疫
role.Event:DispatchEvent(BattleEventName.ShowHintText,2, 12391)
return true
else
return false
end
end
-- 秒杀
function BattleUtil.Seckill(skill, atkRole, defRole)
@ -345,12 +364,37 @@ end
--检测是否有是金翅大鹏有不灭效果
function BattleUtil.CheckIsNoDead(target)
if target then
return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
return target:IsAssignHeroAndHeroStar(10086,10) or BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)
end
return false
return false
end
--检测列表是否包含值
function BattleUtil.ChecklistIsContainValue(_list,_value)
if _list and _value then
for key, value in pairs(_list) do
if value==_value then
return true
else
return false
end
end
end
return false
end
-- 根据id获取额外技能
function BattleUtil.GetExtraSkillbyId(id)
if id==1 then
return ExtraReleaseSkill.skill1
elseif id==2 then
return ExtraReleaseSkill.skill2
elseif id==3 then
return ExtraReleaseSkill.skill3
elseif id==4 then
return ExtraReleaseSkill.skill4
end
end
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
if damage < 0 then damage = 0 end
@ -530,8 +574,8 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
end
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
--
--添加发送到battleLogic的治疗消息用于计算总的战斗伤害值
BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
BattleLogManager.Log(
"Final Damage",
"acamp", castRole.camp,

View File

@ -24,6 +24,7 @@ function RoleLogic.New()
end
function RoleLogic:Init(uid, data, position)
data.star = data.star or 1
self.uid = uid
self.position = position
self.roleData = data
@ -47,7 +48,6 @@ function RoleLogic:Init(uid, data, position)
self.skill = data.skill
self.superSkill = data.superSkill
--首次读条时间=速度/20*(等级+10
self.sp = 0
local time = self:GetRoleData(RoleDataName.Speed)/(20*(self:GetRoleData(RoleDataName.Level)+10))
@ -74,8 +74,6 @@ function RoleLogic:Init(uid, data, position)
BattleUtil.Passivity[id](self, args)
-- 加入被动列表
table.insert(self.passiveList, {id, args})
else
--print("被动技能"..id.."不存在")
end
end
end
@ -89,7 +87,7 @@ function RoleLogic:Init(uid, data, position)
self.aiTempCount = 0
self.IsDebug = false
self.enemyType = EnemyType.normal
self.lockTarget = nil --嘲讽
self.ctrl_dizzy = false --眩晕 不能释放所有技能
self.ctrl_slient = false --沉默 只能1技能
@ -161,6 +159,12 @@ end
-- 改变怒气值
function RoleLogic:AddRage(value, type)
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
if (type==3 or type==4) and BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end) then
LogBattle("角色身上有无敌盾,不扣除怒气")
return
end
local delta = 0
if type == 1 then --加算
delta = value
@ -316,7 +320,7 @@ function RoleLogic:SkillCast(skill, func)
skill:Cast(_CheckRage)
-- 没有沉默,释放大技能
elseif skill.type == BattleSkillType.Special and not self.ctrl_slient then
elseif (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) and not self.ctrl_slient then
-- 先消耗怒气
if skill.isRage then
if self.Rage < self.SuperSkillRage then
@ -372,6 +376,31 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
"targets", targets and #targets or "0"
)
end
--加入额外技能,用于额外释放技能 by:王振兴
function RoleLogic:InsertExtraSkill(id,type)
local effectData=BattleUtil.GetExtraSkillbyId(id)
if effectData then
local skillType=BattleSkillType.Extra
--如果type为1则按绝技处理,不为1的话按额外技能处理额外技能因为被动判断会判断是否是绝技类型所以不会触发
if type==1 then
skillType=BattleSkillType.Special
end
--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
SkillManager.InsertSkill(self, effectData, skillType, nil, true, false)
BattleLogManager.Log(
"Add Skill",
"camp", self.camp,
"pos", self.position,
"type", skillType,
"isRage", tostring(false),
"isAdd", tostring(true),
"targets", targets and #targets or "0"
)
end
end
-- 插入一个技能
function RoleLogic:InsertSkill(type, isRage, isAdd, targets)
if not self.IsCanAddSkill and isAdd then return end
@ -409,7 +438,6 @@ function RoleLogic:CastSkill(func)
self:AddSkill(BattleSkillType.Normal, true, false, nil)
return
end
--
end
-- 强制释放技能,测试技能时使用
@ -453,7 +481,7 @@ end
-- 真的去死
function RoleLogic:GoDead()
if self:IsCanDead() then
self.isRealDead = true
self.isRealDead = true
self.Rage = 0
BattleLogic.BuffMgr:ClearBuff(self)
self.Event:DispatchEvent(BattleEventName.RoleRealDead, self)
@ -468,16 +496,16 @@ function RoleLogic:SetDeadFilter(filter)
self.deadFilter = filter
end
-- 要死了
function RoleLogic:SetDead()
function RoleLogic:SetDead()
self.isDead = true
RoleManager.AddDeadRole(self)
RoleManager.AddDeadRole(self)
end
-- 判断是否死亡
function RoleLogic:IsDead()
return self.isDead
end
function RoleLogic:IsRealDead()
return self.isRealDead
return self.isRealDead
end

View File

@ -253,6 +253,27 @@ function this.GetArrAggroList(role, arr)
end)
return targetList
end
--对位规则: 1敌方相同对位 2若死亡或不存在选取相邻阵位最近且阵位索引最小的
function this.GetAggroHero(role,arr)
-- 计算开始位置
if not arr then
return
end
local startPos = role.position
local targetList={}
startPos = startPos > 3 and startPos - 3 or startPos
for _, v in ipairs(arr) do
local pos= v.position>3 and v.position -3 or v.position
if pos==startPos then
table.insert(targetList,v)
end
end
if #targetList==0 then
table.insert(targetList,arr[1])
end
return targetList
end
--获取对位相邻站位的人 chooseType 1 我方 2 敌方(对位的敌人受到嘲讽的影响,若对位的敌人死亡,则选取相邻最近的作为目标)
function this.GetNeighbor(role, chooseType)
local posList = {}

View File

@ -6,6 +6,7 @@ local skillPool = BattleObjectPool.New(function ()
end)
--
this.DeadSkillList = {} -- 人物死亡后技能队列,死亡技能优先级最高
this.SkillList = {}
this.IsSkilling = false
-- 初始化
@ -17,18 +18,31 @@ end
function this.AddSkill(caster, effectData, type, targets, isAdd, isRage)
local skill = skillPool:Get()
skill:Init(caster, effectData, type, targets, isAdd, isRage)
table.insert(this.SkillList, skill)
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
table.insert(this.DeadSkillList, skill)
else
table.insert(this.SkillList, skill)
end
return skill
end
-- 插入技能到技能列表首位
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage)
local skill = skillPool:Get()
skill:Init(caster, effectData, type, targets, isAdd, isRage)
table.insert(this.SkillList, 1, skill)
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
table.insert(this.DeadSkillList, 1, skill)
else
table.insert(this.SkillList, 1, skill)
end
return skill
end
-- 获取是否拥有我的技能未释放
function this.HaveMySkill(role)
for _, skill in ipairs(this.DeadSkillList) do
if skill.owner == role then
return true
end
end
for _, skill in ipairs(this.SkillList) do
if skill.owner == role then
return true
@ -43,9 +57,13 @@ function this.SetTurnRoundFunc(func)
this.TurnRoundFunc = func
end
function this.CheckTurnRound()
-- 如果正在释放技能
if this.IsSkilling then
return
end
if this.DeadSkillList and #this.DeadSkillList > 0 then
return
end
if this.SkillList and #this.SkillList > 0 then
return
end
@ -60,25 +78,61 @@ end
--
function this.Update()
-- 如果正在引导战斗
if BattleManager and BattleManager.IsGuidePause() then
return
end
--
if this.IsSkilling then
return
end
if not this.SkillList or #this.SkillList == 0 then
-- 判断是否有死亡技能
-- 跟佳琦对的是角色死后只有死亡后释放的技能才能释放(DeadSkill) by:王振兴 2020/09/02 18:53
if this.DeadSkillList and #this.DeadSkillList > 0 then
local skill = this.DeadSkillList[1]
table.remove(this.DeadSkillList, 1)
this.IsSkilling = true
if skill.owner:IsDead() then
skill.owner:SkillCast(skill, function()
skill:Dispose()
skillPool:Put(skill)
this.IsSkilling = false
-- 检测一下轮转
this.CheckTurnRound()
end)
else
this.IsSkilling = false
this.CheckTurnRound()
end
return
end
-- 判断
if this.SkillList and #this.SkillList > 0 then
local skill = this.SkillList[1]
table.remove(this.SkillList, 1)
this.IsSkilling = true
-- 检测技能释放 只有角色不是死亡状态或角色身上有不灭
if (not skill.owner:IsDead() or BattleUtil.CheckIsNoDead(skill.owner)) then
skill.owner:SkillCast(skill, function()
skill:Dispose()
skillPool:Put(skill)
this.IsSkilling = false
-- 检测一下轮转
this.CheckTurnRound()
end)
else
this.IsSkilling = false
this.CheckTurnRound()
end
return
end
local skill = this.SkillList[1]
table.remove(this.SkillList, 1)
this.IsSkilling = true
-- 检测技能释放
skill.owner:SkillCast(skill, function()
skill:Dispose()
skillPool:Put(skill)
this.IsSkilling = false
-- 检测一下轮转
this.CheckTurnRound()
end)
end
-- 清除