205 lines
7.2 KiB
Lua
205 lines
7.2 KiB
Lua
BattleUtil = {}
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--local BattleUtil = BattleUtil
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local floor = math.floor
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local max = math.max
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local min = math.min
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--local Random = Random
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--local RoleDataName = RoleDataName
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--local BattleEventName = BattleEventName
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local function clamp(v, minValue, maxValue)
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if v < minValue then
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return minValue
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end
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if v > maxValue then
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return maxValue
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end
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return v
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end
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function BattleUtil.CreateBuffId(skill, index)
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local id = 0
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if skill.preAI then --主动技能生成buff
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id = skill.owner.uid * 10000 + index
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else --被动技能生成buff
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id = skill.owner.uid * 1000 + index
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end
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return id
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end
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function BattleUtil.CalBaseDamage(atkRole, defRole, baseDamage, baseFactor)
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local atkData, defData = atkRole.data, defRole.data
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if not baseFactor then baseFactor = 1 end
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--伤害 =(基础伤害*(1+己伤害加成-目标伤害减免)*(1+己方属性伤害加成-目标属性伤害减免),10%*己攻)
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local damage = baseDamage * baseFactor *
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(1 + atkData:GetData(RoleDataName.DamageBocusFactor)) * (1 - defData:GetData(RoleDataName.DamageReduceFactor)) *
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(1 + atkData:GetData(RoleDataName.FireDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.FireDamageReduceFactor)) * --火系
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(1 + atkData:GetData(RoleDataName.WindDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.WindDamageReduceFactor)) * --风系
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(1 + atkData:GetData(RoleDataName.IceDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.IceDamageReduceFactor)) * --冰系
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(1 + atkData:GetData(RoleDataName.LandDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.LandDamageReduceFactor)) * --地系
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(1 + atkData:GetData(RoleDataName.LightDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.LightDamageReduceFactor)) * --光系
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(1 + atkData:GetData(RoleDataName.DarkDamageBocusFactor)) * (1 - defData:GetData(RoleDataName.DarkDamageReduceFactor)) --暗系
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return damage
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end
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function BattleUtil.CalHit(atkRole, defRole)
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--命中率 = clamp(自身命中率-敌方闪避率,0,1)
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local hit = atkRole:GetRoleData(RoleDataName.Hit)
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local dodge = defRole:GetRoleData(RoleDataName.Dodge)
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local bHit = Random.Range01() <= clamp(hit - dodge, 0, 1)
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if bHit then
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else
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atkRole.Event:DispatchEvent(BattleEventName.RoleDodge)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDodge)
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end
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return bHit
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end
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function BattleUtil.CalCrit(atkRole, defRole)
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local bCrit = Random.Range01() <= clamp(atkRole:GetRoleData(RoleDataName.Crit), 0, 1)
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if bCrit then
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atkRole.Event:DispatchEvent(BattleEventName.RoleCrit, defRole)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeCrit, atkRole)
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end
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return bCrit
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end
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function BattleUtil.CalShield(atkRole, defRole, damage)
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local buff
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for i=1, defRole.shield.size do
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buff = defRole.shield.buffer[i]
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if damage < buff.shieldValue then
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buff.shieldValue = buff.shieldValue - damage
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buff.damageSum = buff.damageSum + damage
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return 0
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else
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buff.damageSum = buff.damageSum + buff.shieldValue
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damage = damage - buff.shieldValue
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buff.shieldValue = 0
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buff.disperse = true
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end
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end
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return damage
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end
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function BattleUtil.ApplyDamage(atkRole, defRole, damage, bCrit)
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if not bCrit then bCrit = false end
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damage = floor(damage + 0.5)
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
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if finalDmg > 0 then
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if atkRole then
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atkRole.Event:DispatchEvent(BattleEventName.RoleDamage, defRole, damage, bCrit)
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end
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDamaged, atkRole, damage, bCrit)
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 then
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defRole.isDead = true
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defRole.Event:DispatchEvent(BattleEventName.RoleDead)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole)
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end
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end
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return finalDmg
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end
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--执行完整的命中,伤害,暴击计算,返回命中,暴击
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function BattleUtil.CalDamage(atkRole, defRole, damageType, baseFactor)
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if atkRole.isTeam and not defRole.isDead then
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return BattleUtil.ApplyDamage(atkRole, defRole, damageType), false
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end
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local bCrit = false
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local baseDamage
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bCrit = BattleUtil.CalCrit(atkRole, defRole)
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local defence = 0
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if damageType == 1 then --1 物理 2 魔法
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defence = defRole:GetRoleData(RoleDataName.PhysicalDefence)
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else
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defence = defRole:GetRoleData(RoleDataName.MagicDefence)
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end
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local attack = 0
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if atkRole.GetAttackFunc then
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attack = atkRole.GetAttackFunc(bCrit)
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else
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attack = atkRole:GetRoleData(RoleDataName.Attack)
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end
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--计算暴击
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if bCrit or defRole.isFlagCrit then
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local critDamageFactor = atkRole:GetRoleData(RoleDataName.CritDamageFactor)
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baseDamage = attack * critDamageFactor - 0.5 * defence
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else
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baseDamage = attack - 0.5 * defence
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end
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baseDamage = BattleUtil.CalBaseDamage(atkRole, defRole, baseDamage, baseFactor)
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baseDamage = max(baseDamage, 0.1 * attack)
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local func
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for i=1, atkRole.exCalDmgList.size do
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func = atkRole.exCalDmgList.buffer[i]
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baseDamage = func(baseDamage)
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end
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baseDamage = BattleUtil.CalShield(atkRole, defRole, baseDamage)
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local finalDmg = 0 --计算实际造成的扣血
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if not defRole.isDead then
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finalDmg = BattleUtil.ApplyDamage(atkRole, defRole, baseDamage, bCrit)
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end
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return finalDmg, bCrit
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end
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function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor)
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if not baseFactor then baseFactor = 1 end
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local maxHp = targetRole:GetRoleData(RoleDataName.MaxHp)
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local hp = targetRole:GetRoleData(RoleDataName.Hp)
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local factor = castRole:GetRoleData(RoleDataName.TreatFacter)
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local treat = min(floor(value * baseFactor * factor + 0.5), maxHp - hp)
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targetRole.data:AddValue(RoleDataName.Hp, treat)
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castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat)
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targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat)
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end
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function BattleUtil.RandomAction(rand, action)
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if Random.Range01() <= rand and action then
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action()
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end
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end
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function BattleUtil.RandomList(arr)
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if #arr <= 1 then return end
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local index
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for i=#arr, 1, -1 do
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index = Random.RangeInt(1, i)
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arr[i], arr[index] = arr[index], arr[i]
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end
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end
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function BattleUtil.GetPropertyName(type)
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if type == 1 then
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return RoleDataName.Strength
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elseif type == 2 then
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return RoleDataName.Energy
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elseif type == 3 then
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return RoleDataName.Vitality
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elseif type == 4 then
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return RoleDataName.Dexterity
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elseif type == 5 then
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return RoleDataName.Speed
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elseif type == 6 then
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return RoleDataName.PhysicalAttack
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elseif type == 7 then
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return RoleDataName.MagicAttack
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elseif type == 8 then
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return RoleDataName.PhysicalDefence
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elseif type == 9 then
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return RoleDataName.MagicDefence
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end
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end
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function BattleUtil.GetHPPencent(role)
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return role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) * 100
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end
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