战斗同步
parent
dec66f3ee5
commit
fe32e26bfc
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@ -1557,12 +1557,12 @@ local passivityList = {
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[92] = function(role, args)
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local i1 = args[1]
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local OnRoleHit = function(defRole)
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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-- local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], i1, 1)
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-- buff.cover = true -- 可以叠加
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-- buff.clear = false -- 不可驱散
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-- role:AddBuff(buff)
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if defRole:IsDead() then
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if skill and not skill.isAdd and defRole:IsDead() then
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role:AddRage(i1, CountTypeName.Add)
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end
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end
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@ -2088,7 +2088,7 @@ local passivityList = {
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local af = 0
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local onSkillCast = function(skill)
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if skill.type == BattleSkillType.Normal then
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if skill.type == BattleSkillType.Normal and not skill.isAdd then
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af = 0
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elseif skill.type == BattleSkillType.Special then
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af = af + f1
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@ -3109,7 +3109,7 @@ local passivityList = {
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local f1 = args[1]
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local ct = args[2]
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local f2 = args[3]
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local ct2 = args[4]
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local ct2 = args[4] -- 废物参数
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-- 释放技能后
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local onPassiveDamaging = function(damagingFunc, defRole, damage, skill)
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@ -4363,7 +4363,7 @@ local passivityList = {
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-- 我方武将造成伤害时,[a]概率附加[b]效果,每回合造成攻击[c]%的伤害,持续[d]秒。
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-- 普攻时,[a]概率附加[b]效果,每回合造成攻击[c]%的伤害,持续[d]秒。
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-- a[float],b[持续伤害效果],c[float],d[int]
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[223] = function(role, args)
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local rand = args[1]
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@ -4371,11 +4371,13 @@ local passivityList = {
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local f1 = args[3]
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local i1 = args[3]
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local function _OnRoleHit(target)
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local function _OnRoleHit(target, damage, _, finalDmg, _, skill)
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-- BattleUtil.RandomDot(rand, dot, role, target, i1, 1, )
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BattleUtil.RandomAction(rand, function()
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target:AddBuff(Buff.Create(role, BuffName.DOT, i1, 1, dot, 2, f1))
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end)
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if skill and skill.type == BattleSkillType.Normal then
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BattleUtil.RandomAction(rand, function()
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target:AddBuff(Buff.Create(role, BuffName.DOT, i1, 1, dot, 2, f1))
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end)
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end
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end
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role.Event:AddEvent(BattleEventName.RoleHit, _OnRoleHit)
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end,
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@ -4395,6 +4397,10 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.RoleHit, _OnRoleHit)
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end,
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--
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[225] = function()
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end,
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-- 斩杀生命低于[a]的敌人
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-- a[float]
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@ -38,9 +38,9 @@ end
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--随机0-1
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function Random.Range01()
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local var = random() / 2147483647
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if BattleLogic.IsOpenBattleRecord then
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BattleLogic.RecordSeed(seed)
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end
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BattleLogManager.Log(
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"random",
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"seed", seed)
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return var
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end
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@ -37,9 +37,12 @@ function RoleData:SetValue(name, value)
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delta = value - delta
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if delta ~= 0 then
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self.role.Event:DispatchEvent(BattleEventName.RolePropertyChanged, name, value, delta)
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if BattleLogic.IsOpenBattleRecord then
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BattleLogic.RecordRoleProperty(self.role.uid, self.role.camp, name, value, delta)
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end
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BattleLogManager.Log(
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"property change",
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"camp", self.role.camp,
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"position", self.role.position,
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"propId", name,
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"value", value)
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end
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end
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end
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@ -91,9 +91,13 @@ local function takeEffect(caster, target, effects, duration, skill)
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--
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if effect[e.type] then
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effect[e.type](caster, target, e.args, duration, skill)
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if BattleLogic.IsOpenBattleRecord then
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BattleLogic.RecordEffect(caster, target, e.type, e.args, duration)
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end
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BattleLogManager.Log(
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"Take Effect",
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"tcamp", target.camp,
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"tpos", target.position,
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"type", e.type
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)
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end
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end
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end
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@ -131,6 +135,15 @@ function Skill:Cast(func)
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end
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end
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end
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--
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BattleLogManager.Log(
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"Cast Skill",
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"camp", self.owner.camp,
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"pos", self.owner.position,
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"type", self.type,
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"isRage", tostring(self.isRage),
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"isAdd", tostring(self.isAdd)
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)
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-- 对目标造成相应的效果
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for i=1, self.effectList.size do
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@ -0,0 +1,133 @@
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BattleLogManager = {}
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local this = BattleLogManager
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local isLog = true
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local function pairsByKeys(t)
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local a = {}
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for n in pairs(t) do
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if n then
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a[#a+1] = n
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end
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end
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table.sort(a, function( op1, op2 )
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local type1, type2 = type(op1), type(op2)
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local num1, num2 = tonumber(op1), tonumber(op2)
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if ( num1 ~= nil) and (num2 ~= nil) then
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return num1 < num2
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elseif type1 ~= type2 then
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return type1 < type2
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elseif type1 == "string" then
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return op1 < op2
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elseif type1 == "boolean" then
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return op1
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-- 以上处理: number, string, boolean
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else -- 处理剩下的: function, table, thread, userdata
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return tostring(op1) < tostring(op2) -- tostring后比较字符串
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end
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end)
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local i = 0
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return function()
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i = i + 1
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return a[i], t[a[i]]
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end
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end
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function this.PrintBattleTable(tb)
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local indent_str = "{"
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local count = 0
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for k,v in pairs(tb) do
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count = count + 1
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end
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for k=1, #tb do
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local v = tb[k]
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if type(v) == "table" then
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indent_str = indent_str .. this.PrintBattleTable(v)
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elseif type(v) == "string" then
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indent_str = indent_str .. "\""..tostring(v) .. "\""
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else
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indent_str = indent_str .. tostring(v)
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end
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if k < count then
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indent_str = indent_str..","
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end
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end
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local index = 0
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for k,v in pairsByKeys(tb) do
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index = index + 1
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if type(k) ~= "number" then
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if type(v) == "table" then
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indent_str = string.format("%s%s=%s", indent_str, tostring(k), this.PrintBattleTable(v))
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elseif type(v) == "string" then
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indent_str = string.format("%s%s=\"%s\"", indent_str, tostring(k), tostring(v))
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else
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indent_str = string.format("%s%s=%s", indent_str, tostring(k), tostring(v))
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end
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if index < count then
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indent_str = indent_str .. ","
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end
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end
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end
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indent_str = indent_str .. "}"
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return indent_str
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end
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--
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function this.Init(fightdata)
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this.timestamp = Random.GetSeed()
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this.fightdata = fightdata
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this.logList = {}
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end
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function this.Log(...)
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if not isLog then return end
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local args = {...}
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local log = args[1] .. ":\n"
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log = log .. string.format("%s = %s, ", "frame", BattleLogic.CurFrame())
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for i = 2, #args, 2 do
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local key = args[i]
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local value = args[i + 1]
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log = log .. string.format("%s = %s, ", key, value)
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end
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table.insert(this.logList, log)
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end
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function this.WriteFile()
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if not isLog then return end
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local time = string.format("%d-%d-%d-%d-%d-%d",
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os.date("%Y"),
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os.date("%m"),
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os.date("%d"),
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os.date("%H"),
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os.date("%M"),
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os.date("%S"))
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local file
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local platform
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-- linux
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if not file then
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file = io.open("../luafight/BattleRecord/log-"..time..".txt", "a")
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platform = "Linux"
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end
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-- local window server
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if not file then
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file = io.open("luafight/BattleRecord/log-"..time..".txt", "a")
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platform = "Local Windows Server"
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end
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-- local
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if not file then
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file = io.open("BattleRecord/log-"..time..".txt", "a")
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platform = "Local"
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end
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file:write(platform..":\n\n\n")
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for i = 1, #this.logList do
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file:write(this.logList[i].."\n")
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end
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file:write("\n\n\n\n\n")
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file:write("fightData:\n")
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file:write(this.PrintBattleTable(this.fightdata))
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file:write("\n\n")
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file:write("timeStamp: " .. this.timestamp)
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io.close(file)
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end
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return BattleLogManager
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@ -1,10 +1,3 @@
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require("Modules.Battle.Logic.SkillManager")
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require("Modules.Battle.Logic.RoleManager")
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require("Modules.Battle.Logic.OutDataManager")
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BattleLogic = {}
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local floor = math.floor
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@ -88,6 +81,7 @@ function BattleLogic.Init(data, optionData, maxRound)
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SkillManager.Init()
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OutDataManager.Init(fightData)
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PassiveManager.Init()
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BattleLogManager.Init(fightData)
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end
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function BattleLogic.StartOrder()
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@ -165,6 +159,11 @@ function BattleLogic.TurnRound(debugTurn)
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CurCamp = 0
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CurSkillPos[0] = 0
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CurSkillPos[1] = 0
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--
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BattleLogManager.Log(
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"Round Change",
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"round", CurRound
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)
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-- 轮数变化
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundChange, CurRound)
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else
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@ -172,6 +171,11 @@ function BattleLogic.TurnRound(debugTurn)
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CurCamp = (CurCamp + 1) % 2
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end
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--
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BattleLogManager.Log(
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"Camp Change",
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"camp", CurCamp
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)
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-- 当前阵营下一释放技能的位置
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local cpos = CurSkillPos[CurCamp] + 1
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-- 找到下一个释放技能的人
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@ -195,10 +199,16 @@ function BattleLogic.TurnRound(debugTurn)
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end
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-- 如果找不到下一个人,直接交换阵营
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if not SkillRole then
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BattleLogManager.Log( "No Skill Position" )
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BattleLogic.TurnRoundNextFrame()
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return
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end
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--
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BattleLogManager.Log(
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"Position Change",
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"position", CurSkillPos[CurCamp]
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)
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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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@ -239,9 +249,6 @@ function BattleLogic.WaitForTrigger(delayTime, action)
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item[1] = curFrame + delayFrame
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item[2] = action
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tbActionList:Add(item)
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if BattleLogic.IsOpenBattleRecord then
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BattleLogic.RecordDelayTrigger(delayTime, curFrame + delayFrame)
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end
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end
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@ -308,11 +315,14 @@ end
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function BattleLogic.BattleEnd(result)
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--
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BattleLogic.Event:DispatchEvent(BattleEventName.BeforeBattleEnd, result)
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--
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BattleLogic.IsEnd = true
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BattleLogic.Result = result
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleEnd, result)
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-- 战斗日志写入
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if not BattleLogic.GetIsDebug() then
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BattleLogManager.WriteFile()
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end
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end
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--
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function BattleLogic.Clear()
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@ -324,75 +334,3 @@ function BattleLogic.Clear()
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tbActionList:Remove(tbActionList.size)
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end
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end
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-------++++++++++++++++++++++++++++ 战斗记录相关
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--Record专用
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function BattleLogic.GetRecord()
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return record
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end
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--Record专用
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function BattleLogic.RecordSeed(seed)
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table.insert(record, string.format("frame:%d, seed:%d", curFrame, seed))
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end
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--Record专用
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function BattleLogic.RecordRoleProperty(uid, camp, name, value, delta)
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table.insert(record, string.format("frame:%d, uid:%d, camp:%d, name:%s, value:%d, delta:%d", curFrame, uid, camp, name, value, delta))
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end
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--Record专用
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function BattleLogic.RecordMul(args)
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local str = ""
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for i=1, #args do
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str = str..tostring(args[i]) .. (i == #args and "" or "#")
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end
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table.insert(record, string.format("frame:%d, mulArgs:%s", curFrame, str))
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end
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--Record专用
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function BattleLogic.RecordEffect(caster, target, type, args, interval)
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local cUid = tostring(caster.uid) or "cTeam"
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local tUid = tostring(target.uid) or "tTeam"
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local str = ""
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for i=1, #args do
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str = str..tostring(args[i]) .. (i == #args and "" or "#")
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end
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table.insert(record, string.format("frame:%d, caster:%s, target:%s, effectType:%d, args:%s, interval:%d", curFrame, cUid, tUid, type, str, interval))
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end
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--Record专用
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function BattleLogic.RecordDelayTrigger(delayFrame, triggerFrame)
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table.insert(record, string.format("frame:%d, delayTime:%f, triggerFrame:%d", curFrame, delayFrame, triggerFrame))
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end
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--Record专用
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function BattleLogic.GenerateRecordFile()
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local time = string.format("%d-%d-%d-%d-%d-%d",
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os.date("%Y"),
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os.date("%m"),
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os.date("%d"),
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os.date("%H"),
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os.date("%M"),
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os.date("%S"))
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local file = io.open("BattleRecord/"..time..".txt", "a")
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for i=1, #record do
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file:write(record[i].."\n")
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end
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io.close(file)
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end
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@ -25,6 +25,8 @@ function NoDead:OnStart()
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self.target:SetDeadFilter(false)
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self.target:SetReliveFilter(self.isCanRelive)
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self.target:SetIsCanAddSkill(false)
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end
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--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
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@ -36,6 +38,8 @@ end
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function NoDead:OnEnd()
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self.target.Event:AddEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
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self.target:SetDeadFilter(true)
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-- self.target:SetIsCanAddSkill(false)
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end
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--只有当cover字段为true时触发,返回true则被新效果覆盖
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@ -27,9 +27,6 @@ function BattleUtil.FP_Mul(...)
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for i, v in ipairs{...} do
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f = floor(f * v * 100000 + 0.5) / 100000
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end
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if BattleLogic.IsOpenBattleRecord then
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BattleLogic.RecordMul({...})
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end
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return f
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end
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@ -227,6 +224,11 @@ function BattleUtil.ChooseTarget(role, chooseId)
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end
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end
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end
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-- table.sort(finalArr, function(a, b)
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-- return a.position < b.position
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-- end)
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return finalArr
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end
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@ -363,6 +365,18 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill)
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end
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end
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--
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BattleLogManager.Log(
|
||||
"Final Damage",
|
||||
"acamp", atkRole.camp,
|
||||
"apos", atkRole.position,
|
||||
"tcamp", defRole.camp,
|
||||
"tpos", defRole.position,
|
||||
"damage", damage,
|
||||
"dotType", tostring(dotType)
|
||||
)
|
||||
|
||||
return finalDmg
|
||||
end
|
||||
|
||||
|
@ -438,6 +452,10 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
|
|||
atkRole.Event:DispatchEvent(BattleEventName.RoleDamageAfter, defRole, damageFunc, fixDamage)
|
||||
defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedAfter, atkRole, damageFunc, fixDamage)
|
||||
|
||||
|
||||
fixDamage = max(floor(attack * 0.1), fixDamage)
|
||||
|
||||
|
||||
local finalDmg = 0 --计算实际造成的扣血
|
||||
if not defRole:IsRealDead() then
|
||||
finalDmg = BattleUtil.ApplyDamage(skill, atkRole, defRole, fixDamage, bCrit, damageType, dotType)
|
||||
|
@ -494,6 +512,16 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
|
|||
end
|
||||
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
|
||||
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
||||
|
||||
--
|
||||
BattleLogManager.Log(
|
||||
"Final Damage",
|
||||
"acamp", castRole.camp,
|
||||
"apos", castRole.position,
|
||||
"tcamp", targetRole.camp,
|
||||
"tpos", targetRole.position,
|
||||
"value", value
|
||||
)
|
||||
end
|
||||
|
||||
|
||||
|
@ -713,9 +741,9 @@ end
|
|||
-- 根据位置类型获取数据
|
||||
function BattleUtil.GetRoleListByPosType(camp, posType)
|
||||
if posType == 1 then
|
||||
return RoleManager.Query(function (r) return r.camp ~= camp and r.position <= 3 end)
|
||||
return RoleManager.Query(function (r) return r.camp == camp and r.position <= 3 end)
|
||||
elseif posType == 2 then
|
||||
return RoleManager.Query(function (r) return r.camp ~= camp and r.position > 3 end)
|
||||
return RoleManager.Query(function (r) return r.camp == camp and r.position > 3 end)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
--战斗外数据管理、
|
||||
OutDataManager = {}
|
||||
local this = OutDataManager
|
||||
--
|
||||
|
||||
local function _Split(input, delimiter)
|
||||
input = tostring(input)
|
||||
|
|
|
@ -18,7 +18,7 @@ function RoleLogic.New()
|
|||
exCalDmgList=BattleList.New(),
|
||||
proTranList=BattleList.New(),
|
||||
buffFilter=BattleList.New(),
|
||||
Event=BattleEvent:New(),passiveList={},isDead=false,IsDebug=false}
|
||||
Event = BattleEvent:New(),passiveList={},isDead=false,IsDebug=false}
|
||||
setmetatable(instance, RoleLogic)
|
||||
return instance
|
||||
end
|
||||
|
@ -36,6 +36,7 @@ function RoleLogic:Init(uid, data, position)
|
|||
self.name = data.name
|
||||
self.element = data.element
|
||||
self.professionId = data.professionId
|
||||
self.star = data.star or 1
|
||||
|
||||
self.shield:Clear() --护盾列表
|
||||
self.exCalDmgList:Clear() --额外计算伤害列表
|
||||
|
@ -100,6 +101,8 @@ function RoleLogic:Init(uid, data, position)
|
|||
|
||||
self.reliveFilter = true -- 控制复活的标志位,置为false角色将不再享受复活效果
|
||||
self.reliveHPF = 1
|
||||
|
||||
self.IsCanAddSkill = true -- 是否可以追加技能
|
||||
end
|
||||
|
||||
-- 添加一个被动技能
|
||||
|
@ -350,13 +353,39 @@ end
|
|||
-- isAdd 是否是追加技能
|
||||
-- isRage 是否正常操作怒气值
|
||||
function RoleLogic:AddSkill(type, isRage, isAdd, targets)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
|
||||
SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage)
|
||||
--
|
||||
BattleLogManager.Log(
|
||||
"Add Skill",
|
||||
"camp", self.camp,
|
||||
"pos", self.position,
|
||||
"type", type,
|
||||
"isRage", tostring(isRage),
|
||||
"isAdd", tostring(isAdd),
|
||||
"targets", targets and #targets or "0"
|
||||
)
|
||||
end
|
||||
-- 插入一个技能
|
||||
function RoleLogic:InsertSkill(type, isRage, isAdd, targets)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
|
||||
SkillManager.InsertSkill(self, effectData, type, targets, isAdd, isRage)
|
||||
--
|
||||
BattleLogManager.Log(
|
||||
"Insert Skill",
|
||||
"camp", self.camp,
|
||||
"pos", self.position,
|
||||
"type", type,
|
||||
"isRage", tostring(isRage),
|
||||
"isAdd", tostring(isAdd),
|
||||
"targets", targets and #targets or "0"
|
||||
)
|
||||
end
|
||||
-- 设置是否可以追加技能
|
||||
function RoleLogic:SetIsCanAddSkill(isCan)
|
||||
self.IsCanAddSkill = isCan
|
||||
end
|
||||
|
||||
|
||||
|
|
|
@ -149,6 +149,9 @@ function RoleManager.Query(func, inCludeDeadRole)
|
|||
end
|
||||
end
|
||||
end
|
||||
table.sort(list, function(a, b)
|
||||
return a.position < b.position
|
||||
end)
|
||||
return list
|
||||
end
|
||||
|
||||
|
@ -245,6 +248,9 @@ function this.GetArrAggroList(role, arr)
|
|||
end
|
||||
end
|
||||
end
|
||||
table.sort(targetList, function(a, b)
|
||||
return a.position < b.position
|
||||
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)
|
||||
|
@ -272,6 +278,9 @@ function this.GetNeighbor(role, chooseType)
|
|||
end
|
||||
end
|
||||
end
|
||||
table.sort(posList, function(a, b)
|
||||
return a.position < b.position
|
||||
end)
|
||||
return posList
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue