Merge branch 'master_test_hw' into master_test_hw_i18n
commit
661ac71df3
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@ -311,6 +311,7 @@ function BuffManager:PassUpdate()
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and buff.caster.position == curPos
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.type~=BuffName.NoDead
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then
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-- 当前轮释放的buff不结算
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if buff.startRound ~= BattleLogic.GetCurRound() then
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@ -325,6 +326,33 @@ function BuffManager:PassUpdate()
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end
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end
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end
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--只更新不灭buff
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function BuffManager:PassUpdateNoDead()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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for i=1, self.buffDic.size do
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local buffList = self.buffDic.vList[i]
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if buffList.size > 0 then
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for index = 1, buffList.size do
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local buff = buffList.buffer[index]
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if not buff.disperse -- 没过期
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and buff.caster.camp == curCamp -- 释放者是当前轮到的人
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and buff.caster.position == curPos
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.type==BuffName.NoDead --不灭在这里处理
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then
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-- 当前轮释放的buff不结算
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buff.roundPass = buff.roundPass + 1
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if buff.roundPass >= buff.roundDuration then
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buff.disperse = true
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end
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buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
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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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--计算灵兽buff更新
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function BuffManager:PassMonsterUpdate()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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@ -2319,56 +2319,15 @@ local effectList = {
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end)
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end,
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--直接斩杀[a] [b]%生命上限的伤害
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--a[int 1:斩杀所有剩余血量 2:斩杀指定百分比血量] b[float]
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--直接斩杀[a]%生命
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[121] = function(caster, target, args, interval, skill)
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local type = args[1]
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local pro = args[2]
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--boss不会被斩杀
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss then
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return
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end
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if type==1 then
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BattleUtil.SeckillHP(skill,caster,target,pro)
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elseif type == 2 then
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BattleUtil.Seckill(skill,caster,target)
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end
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end,
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--给目标上麒麟印记(行动前[a]%几率受到[b]属性[c]%的伤害,生效后[d]%几率消失)
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--a[float] b[属性] c[float] d[float]
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[122] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local pro1 = args[2]
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local v1 = args[3]
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local pro2 = args[4]
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--boss不会被上麒麟印记
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss then
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return
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end
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target:AddBuff(Buff.Create(caster, BuffName.KylinMark,0,pro,pro1,v1,pro2))
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BattleUtil.SeckillHP(skill,caster,target,pro)
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end,
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--[a]%概率给目标上放逐效果
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--a[float]
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[123] = function(caster, target, args, interval, skill)
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--boss不会被放逐
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local pro=args[1]
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss then
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return
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end
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BattleUtil.RandomAction(pro, function ()
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target:AddBuff(Buff.Create(caster, BuffName.Exile,1))
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end)
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end,
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}
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@ -42,7 +42,7 @@ function EffectCaster:DoEffect(caster, target, eff, duration, skill)
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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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-- 检测被动技能对技能参数的影响
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local function _PassiveCheck(pe)
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if pe then
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e = pe
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@ -60,7 +60,7 @@ end
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function EffectCaster: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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-- 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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self:DoEffect(caster, target, effects[k], duration, skill)
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@ -76,25 +76,25 @@ function EffectCaster:ChooseTarget()
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--
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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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-- 先计算出技能的目标
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for i=1, #self.effectList do
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-- 是否重新选择目标
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-- 是否重新选择目标
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local isReTarget = true
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if self.targets and self.targets[i] then
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self.effectTargets[i] = self.targets[i]
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-- 判断是否有有效目标
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-- 判断是否有有效目标
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for _, role in ipairs(self.effectTargets[i]) do
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if not role:IsRealDead() then
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isReTarget = false
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end
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end
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end
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-- 重新选择目标
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-- 重新选择目标
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if isReTarget then
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local effectGroup = self.effectList[i]
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local chooseId = effectGroup.chooseId
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self.effectTargets[i] = BattleUtil.ChooseTarget(self.skill.owner, chooseId)
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-- 检测被动对攻击目标的影响
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-- 检测被动对攻击目标的影响
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if i == 1 then
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local function _PassiveTarget(targets)
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self.effectTargets[i] = targets
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@ -105,19 +105,19 @@ function EffectCaster:ChooseTarget()
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end
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end
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-- 释放技能
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-- func 技能释放完成回调
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-- 释放技能
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-- func 技能释放完成回调
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function EffectCaster:Cast()
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-- 选择目标
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-- 选择目标
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self:ChooseTarget()
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-- 对目标造成相应的效果
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-- 对目标造成相应的效果
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for i=1, #self.effectList do
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local effectGroup = self.effectList[i]
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local chooseId = effectGroup.chooseId
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local arr = self.effectTargets[i]
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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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-- 效果延迟1帧生效
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
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local effects = effectGroup.effects
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local weight = math.floor(chooseId % 10000 / 100)
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@ -125,10 +125,10 @@ function EffectCaster:Cast()
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if count == 0 then
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count = #arr
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end
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-- 全部同时生效
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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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-- 检测是否命中
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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.skill.owner, arr[j])
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end
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@ -140,7 +140,7 @@ function EffectCaster:Cast()
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end
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end
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-- 遍历技能命中目标
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-- 遍历技能命中目标
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function EffectCaster:ForeachTargets(func)
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local targets = self:GetDirectTargets()
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for _, role in ipairs(targets) do
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@ -150,7 +150,7 @@ function EffectCaster:ForeachTargets(func)
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end
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end
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-- 获取直接选择目标Id
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-- 获取直接选择目标Id
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function EffectCaster:GetDirectChooseId()
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local effectGroup = self.effectList[1]
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local chooseId = effectGroup.chooseId
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@ -158,12 +158,12 @@ function EffectCaster:GetDirectChooseId()
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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,(包含miss的目标)
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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 EffectCaster: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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-- 获取直接目标,不包含miss的目标,可能为空
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function EffectCaster:GetDirectTargetsNoMiss()
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local list = {}
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for _, role in ipairs(self.effectTargets[1]) do
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@ -174,7 +174,7 @@ function EffectCaster:GetDirectTargetsNoMiss()
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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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-- 获取技能目标最大人数
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function EffectCaster:GetMaxTargetNum()
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local mainEffect = self.effectList[1]
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if not mainEffect then
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@ -183,7 +183,7 @@ function EffectCaster:GetMaxTargetNum()
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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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-- 判断是否命中
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function EffectCaster:CheckTargetIsHit(role)
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return self.targetIsHit[role]
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end
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@ -2307,7 +2307,7 @@ local passivityList = {
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local ct = args[3]
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role.isHaveNoDead = true
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-- 角色死亡时
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local onRoleDead = function()
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local onRoleDead = function(atkRole)
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-- -- 暂时不能死
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-- role:SetDeadFilter(false)
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@ -3638,7 +3638,12 @@ local passivityList = {
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local finalDamage = BattleUtil.CountValue(damage, f1, ct)
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local curHp = role:GetRoleData(RoleDataName.Hp)
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--如果敌方忽略分摊就只减伤
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if atkRole.ignoreShara then
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local ignoreShara=atkRole.ignoreShara
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--特殊处理 白骨精附加的普攻不会忽略分摊
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if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
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ignoreShara=false
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end
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if ignoreShara then
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local dd = damage - finalDamage
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damagingFunc(floor(BattleUtil.ErrorCorrection(dd)))
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return
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@ -3929,6 +3934,11 @@ local passivityList = {
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local function onFinalBeDamage(damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType)
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-- 非直接伤害不免除
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if not skill then
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return
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end
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--
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local maxDamage = role:GetRoleData(RoleDataName.MaxHp) * f1
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curDamage = curDamage + damage
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if curDamage > maxDamage then
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@ -3951,8 +3961,13 @@ local passivityList = {
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local f1 = args[1]
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local onFinalDamage = function(damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit, damageType)
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local ignoreShara=atkRole.ignoreShara
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--特殊处理 白骨精附加的普攻不会忽略分摊
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if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
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ignoreShara=false
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end
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--如果敌人免疫分摊
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if atkRole and atkRole.ignoreShara then
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if atkRole and ignoreShara then
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return
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end
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if not role:IsDead() and skill and role.position ~= defRole.position and defRole.camp == role.camp and defRole.element == role.element then
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@ -4907,6 +4922,7 @@ local passivityList = {
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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--白骨精追加普攻不处罚特性
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if skill and judge==1 and skill.type== BattleSkillType.Normal and skill.isAdd and skill.owner.roleId==10091 then
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return
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|
@ -5172,6 +5188,9 @@ local passivityList = {
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if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
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return
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end
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if skill and skill.type== BattleSkillType.ChaosNormal and judge==1 then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
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-- local target = RoleManager.GetAliveAggro(role)
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--BattleUtil.CalDamage(nil, role, target, 1, f1)
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|
@ -5881,6 +5900,7 @@ local passivityList = {
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if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
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return
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end
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|
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
|
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--role:InsertExtraSkill(f1,f2)
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local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
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|
@ -5957,10 +5977,16 @@ local passivityList = {
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|
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--造成伤害暴击后,将伤害的[a]%转化为自身生命治疗自己
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--a[float]
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[289] = function(role, args)
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[289] = function(role, args,id,judge)
|
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local f1 = args[1]
|
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local OnDamage = function(defRole, damage, bCrit, finalDmg)
|
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BattleUtil.CalTreat(role, role, floor(f1 * finalDmg))
|
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|
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local OnDamage = function(defRole, damage, bCrit, finalDmg,damageType,skill)
|
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|
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--白骨精追加普攻不处罚特性
|
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if skill and judge==1 and skill.type== BattleSkillType.Normal and skill.isAdd and skill.owner.roleId==10091 then
|
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return
|
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end
|
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BattleUtil.CalTreat(role, role, floor(f1 * damage))
|
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end
|
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role.Event:AddEvent(BattleEventName.RoleCrit, OnDamage)
|
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end,
|
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|
|
|
@ -76,11 +76,12 @@ function BattleLogic.Init(data, _userData, maxRound)
|
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|
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-- 监听英雄受到治疗
|
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
|
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if castRole.camp==0 then
|
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allHeroDamage=allHeroDamage+treat
|
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else
|
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allEnemyDamage=allEnemyDamage+treat
|
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end
|
||||
--巅峰争霸赛和切磋超时改为只判断总伤害,不再判断总治疗
|
||||
-- if castRole.camp==0 then
|
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-- allHeroDamage=allHeroDamage+treat
|
||||
-- else
|
||||
-- allEnemyDamage=allEnemyDamage+treat
|
||||
-- end
|
||||
end)
|
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--监听英雄受到攻击
|
||||
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType)
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||||
|
@ -272,7 +273,8 @@ function BattleLogic.CheckBattleLogic()
|
|||
CurSkillPos[CurCamp] = p
|
||||
-- 自己阵营中的位置 + 自己阵营的ID * 6 = 自己在PosList中的位置
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local role = RoleManager.GetRole(CurCamp, p) --PosList[p + (CurCamp * 6)]
|
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if role and not role:IsRealDead() then
|
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--角色如果被放逐不能行动 by:wangzhenxing 2020/12/23 11:35
|
||||
if role and not role:IsRealDead() then
|
||||
SkillRole = role
|
||||
break
|
||||
end
|
||||
|
@ -283,6 +285,7 @@ function BattleLogic.CheckBattleLogic()
|
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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
|
||||
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
|
||||
BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
|
||||
end
|
||||
-- 如果找不到下一个人,直接交换阵营
|
||||
if not SkillRole then
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|
@ -308,6 +311,7 @@ function BattleLogic.CheckBattleLogic()
|
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BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
|
||||
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
|
||||
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
|
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BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
|
||||
SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 行动结束
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 开始行动
|
||||
BattleLogic.TurnRoundNextFrame()
|
||||
|
@ -359,7 +363,7 @@ function BattleLogic.Update()
|
|||
return
|
||||
end
|
||||
if CurRound > MaxRound then
|
||||
if BattleLogic.Type==9 or BattleLogic.Type== 0 then
|
||||
if BattleLogic.Type==9 or BattleLogic.Type==17 then
|
||||
if allHeroDamage>allEnemyDamage then
|
||||
BattleLogic.BattleEnd(1)
|
||||
else
|
||||
|
|
|
@ -23,12 +23,12 @@ function Control:OnStart()
|
|||
self.target.ctrl_noheal = true
|
||||
elseif self.ctrlType == 5 then --致盲
|
||||
self.target.ctrl_blind = true
|
||||
|
||||
elseif self.ctrlType == 7 then --麻痹
|
||||
self.target.ctrl_palsy = true
|
||||
elseif self.ctrlType == 8 then --混乱
|
||||
self.target.ctrl_chaos = true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
|
||||
|
@ -50,8 +50,7 @@ function Control:OnEnd()
|
|||
elseif self.ctrlType == 4 then --禁疗
|
||||
self.target.ctrl_noheal = false
|
||||
elseif self.ctrlType == 5 then --致盲
|
||||
self.target.ctrl_blind = false
|
||||
|
||||
self.target.ctrl_blind = false
|
||||
elseif self.ctrlType == 7 then --麻痹
|
||||
self.target.ctrl_palsy = false
|
||||
elseif self.ctrlType==8 then --混乱
|
||||
|
|
|
@ -40,6 +40,7 @@ end
|
|||
-- 计算护盾
|
||||
function Shield:CountShield(damage, atkRole,skill)
|
||||
self.atk = atkRole
|
||||
local isImmuneAllReduceShield=false
|
||||
local finalDamage = 0
|
||||
if self.shieldType == ShieldTypeName.NormalReduce then
|
||||
|
||||
|
@ -64,7 +65,12 @@ function Shield:CountShield(damage, atkRole,skill)
|
|||
end
|
||||
elseif self.shieldType == ShieldTypeName.AllReduce then
|
||||
--攻击者免疫无敌盾
|
||||
if atkRole.isImmuneAllReduceShield and skill then
|
||||
isImmuneAllReduceShield=atkRole.isImmuneAllReduceShield
|
||||
--特殊处理 白骨精附加的普攻不会必定暴击
|
||||
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
|
||||
isImmuneAllReduceShield=false
|
||||
end
|
||||
if isImmuneAllReduceShield and skill then
|
||||
finalDamage=damage
|
||||
else
|
||||
finalDamage = 0
|
||||
|
@ -78,7 +84,7 @@ function Shield:CountShield(damage, atkRole,skill)
|
|||
|
||||
--
|
||||
-- self.caster.Event:DispatchEvent(BattleEventName.ShildTrigger, self)
|
||||
self.target.Event:DispatchEvent(BattleEventName.ShildTrigger, self,atkRole)
|
||||
self.target.Event:DispatchEvent(BattleEventName.ShildTrigger, self,isImmuneAllReduceShield)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.ShildTrigger, self)
|
||||
|
||||
return finalDamage
|
||||
|
|
|
@ -272,7 +272,6 @@ function BattleUtil.ChooseTarget(role, chooseId)
|
|||
else
|
||||
arr = RoleManager.GetArrAggroList(role, arr)
|
||||
end
|
||||
-- body
|
||||
-- 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
|
||||
|
@ -593,9 +592,14 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
|
|||
-- 是否暴击: 暴击率 = 自身暴击率 - 对方抗暴率
|
||||
local bCrit = false
|
||||
local critRandom = Random.Range01()
|
||||
--特殊处理 白骨精附加的普攻不会必定暴击
|
||||
local mustCrit=atkRole.mustCrit
|
||||
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
|
||||
mustCrit=false
|
||||
end
|
||||
local critCondition = clamp(atkRole:GetRoleData(RoleDataName.Crit) - defRole:GetRoleData(RoleDataName.Tenacity), 0, 1)
|
||||
bCrit = critRandom <= critCondition
|
||||
bCrit =atkRole.mustCrit or bCrit or defRole.isFlagCrit == true -- 必定暴击
|
||||
bCrit =mustCrit or bCrit or defRole.isFlagCrit == true -- 必定暴击
|
||||
|
||||
-- 计算暴伤害系数
|
||||
local critDamageFactor = 1
|
||||
|
@ -726,16 +730,18 @@ end
|
|||
|
||||
|
||||
-- 检测命中
|
||||
function BattleUtil.CheckIsHit(atkRole, defRole)
|
||||
function BattleUtil.CheckIsHit(atkRole, defRole,skill)
|
||||
-- 是否命中: 命中 = 自身命中率 - 对方闪避率
|
||||
local isHit = false
|
||||
if atkRole.mustHit then
|
||||
return true
|
||||
local mustHit = atkRole.mustHit
|
||||
--特殊处理 白骨精附加的普攻不会必定暴击
|
||||
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
|
||||
mustHit=false
|
||||
end
|
||||
local hitRandom = Random.Range01()
|
||||
local hitCondition = clamp(atkRole:GetRoleData(RoleDataName.Hit) - defRole:GetRoleData(RoleDataName.Dodge), 0, 1)
|
||||
isHit = hitRandom <= hitCondition
|
||||
return isHit
|
||||
return mustHit or isHit
|
||||
end
|
||||
|
||||
|
||||
|
|
|
@ -55,8 +55,6 @@ function RoleLogic:Init(uid, data, position)
|
|||
self.RageGrow = 2 -- 普通技能怒气成长
|
||||
self.SuperSkillRage = 4 -- 技能需要释放的怒气值,默认为4
|
||||
self.NoRageRate = 0 -- 不消耗怒气值的概率
|
||||
|
||||
--
|
||||
self.isImmuneReduceRage=false --是否免疫减怒
|
||||
self.aiOrder = data.ai
|
||||
self.aiIndex = 1
|
||||
|
|
|
@ -56,7 +56,7 @@ public class NewGeneralAttackHandler extends BaseHandler<ActivityProto.NewGenera
|
|||
|
||||
// 读表
|
||||
int monsterGroupId = newHeroConfig.getMonsterGroup(); //怪物id
|
||||
float bossBlood = 0; //怪物血量
|
||||
long bossBlood = 0; //怪物血量
|
||||
int[][] hurtList = newHeroConfig.getDropCell(); //伤害奖励表
|
||||
|
||||
SMonsterGroup sMonsterGroup = SMonsterGroup.getsMonsterGroupMap().get(monsterGroupId);
|
||||
|
@ -101,7 +101,7 @@ public class NewGeneralAttackHandler extends BaseHandler<ActivityProto.NewGenera
|
|||
// 设置小数点后4位
|
||||
NumberFormat numberFormat = NumberFormat.getInstance();
|
||||
numberFormat.setMaximumFractionDigits(4);
|
||||
float lessBlood = 0;
|
||||
long lessBlood = 0;
|
||||
// checkResult第一位输赢,1赢,其他输
|
||||
if (checkResult[0] == 1){
|
||||
lessBlood = bossBlood;
|
||||
|
@ -110,11 +110,10 @@ public class NewGeneralAttackHandler extends BaseHandler<ActivityProto.NewGenera
|
|||
for (int i = 2; i < checkResult.length; i++) {
|
||||
lessBlood+=checkResult[i];
|
||||
}
|
||||
lessBlood = bossBlood - lessBlood;
|
||||
}
|
||||
|
||||
// 伤害/血量 ,用float表示
|
||||
String blood = numberFormat.format(lessBlood/bossBlood);
|
||||
String blood = numberFormat.format((float)lessBlood/(float)bossBlood);
|
||||
// 表里面配置的伤害是万分比,所以这里的概率乘以10000
|
||||
float b = Float.parseFloat(blood)*10000;
|
||||
|
||||
|
|
|
@ -320,6 +320,7 @@ public class FightUtil {
|
|||
.setProperty(property.substring(0, property.length()-1))
|
||||
.setStar(hero.getStar())
|
||||
.setPosition(teamPosHeroInfo.getPosition())
|
||||
.setSkinId(hero.getSkin())
|
||||
.build();
|
||||
heroFightInfos.add(heroFightInfo);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue