636 lines
19 KiB
Lua
636 lines
19 KiB
Lua
BattleLogic = {}
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local floor = math.floor
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local min = math.min
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local objList = BattleDictionary.New()
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local removeObjList = BattleList.New()
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local curUid
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local curBuffId
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local curFrame
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local playerMP
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local enemyMP
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local playerSkillUsable
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local enemySkillUsable
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local isAuto
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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
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BattleLogic.IsEnd = false
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BattleLogic.Result = -1
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BattleLogic.Event = BattleEvent.New()
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BattleLogic.BuffMgr = BuffManager.New()
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local skillManualQueue = BattleQueue.New()
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local playerTeamDummyRole = {camp = 0, Event = BattleLogic.Event, isTeam = true, curSkill = nil, isDebug = false}
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local enemyTeamDummyRole = {camp = 1, Event = BattleLogic.Event, isTeam = true, curSkill = nil, isDebug = false}
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local playerTeamSkillList = {}
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local enemyTeamSkillList = {}
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local playerTeamSkillIndex
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local enemyTeamSkillIndex
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local fightData
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local record
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local optionRecord
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--是否开启战斗日志
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BattleLogic.IsOpenBattleRecord = false
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--逻辑帧频
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BattleLogic.GameFrameRate = 30
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BattleLogic.GameDeltaTime = 1 / BattleLogic.GameFrameRate
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--总波次
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BattleLogic.TotalOrder = 0
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--当前波次
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BattleLogic.CurOrder = 0
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local stage --战场分割阶段
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local stageFrame1 = 25 * BattleLogic.GameFrameRate --前期转中期的时间点
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local stageFrame2 = 40 * BattleLogic.GameFrameRate --中期转后期的时间点
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local teamSkillCastTime = {15 * BattleLogic.GameFrameRate,
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35 * BattleLogic.GameFrameRate,
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55 * BattleLogic.GameFrameRate}
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local teamSkillCastIndex
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local maxFrame --战斗最大用时,超时判负
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local actionPool = BattleObjectPool.New(function ()
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return { 0, 0 }
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end)
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local skillPool = BattleObjectPool.New(function ()
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return Skill:New()
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end)
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local tbActionList = BattleList.New()
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local rolePool = BattleObjectPool.New(function ()
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return RoleLogic.New()
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end)
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function BattleLogic.Init(maxTime, data, optionData)
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if BattleLogic.IsOpenBattleRecord then
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record = {}
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end
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maxFrame = BattleLogic.GameFrameRate * maxTime
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fightData = data
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if optionData then
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optionRecord = optionData
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else
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optionRecord = {}
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end
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BattleLogic.CurOrder = 0
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BattleLogic.TotalOrder = #data.enemyData
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BattleLogic.Clear()
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skillManualQueue:Clear()
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curUid = 0
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curBuffId = 0
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curFrame = 0
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playerMP = 0
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enemyMP = 0
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stage = 0
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playerTeamDummyRole.isDebug = false
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enemyTeamDummyRole.isDebug = false
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playerSkillUsable = true
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enemySkillUsable = true
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isAuto = true
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BattleLogic.Event:ClearEvent()
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BattleLogic.BuffMgr:Init()
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BattleLogic.IsEnd = false
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BattleLogic.Result = -1
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end
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function BattleLogic.StartOrder()
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BattleLogic.CurOrder = BattleLogic.CurOrder + 1
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stage = 1
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teamSkillCastIndex = 1
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playerTeamSkillIndex = 1
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enemyTeamSkillIndex = 1
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curFrame = 0
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleStageChange, stage)
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if BattleLogic.CurOrder == 1 then
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for i=1, #fightData.playerData do
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BattleLogic.AddRole(fightData.playerData[i], i)
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end
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for i=1, #fightData.enemyData[BattleLogic.CurOrder] do
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BattleLogic.AddRole(fightData.enemyData[BattleLogic.CurOrder][i], i)
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end
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for i=1, #playerTeamSkillList do
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skillPool:Put(playerTeamSkillList[i])
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playerTeamSkillList[i]=nil
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end
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for i=1, #fightData.playerData.teamSkill do
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playerTeamSkillList[i] = skillPool:Get()
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playerTeamSkillList[i]:Init(playerTeamDummyRole, fightData.playerData.teamSkill[i], 0)
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end
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for i=1, #fightData.playerData.teamPassive do
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for j=1, #fightData.playerData.teamPassive[i] do
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local v = fightData.playerData.teamPassive[i][j]
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local id = v[1]
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local args = {}
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for k = 2, #v do
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args[k-1] = v[k]
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end
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BattleUtil.Passivity[id](playerTeamDummyRole, args)
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end
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end
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for i=1, #enemyTeamSkillList do
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skillPool:Put(enemyTeamSkillList[i])
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enemyTeamSkillList[i]=nil
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end
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamSkill do
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enemyTeamSkillList[i] = skillPool:Get()
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enemyTeamSkillList[i]:Init(enemyTeamDummyRole, fightData.enemyData[BattleLogic.CurOrder].teamSkill[i], 0)
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end
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive do
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for j=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive[i] do
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local v = fightData.enemyData[BattleLogic.CurOrder].teamPassive[i][j]
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local id = v[1]
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local args = {}
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for k = 2, #v do
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args[k-1] = v[k]
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end
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BattleUtil.Passivity[id](enemyTeamDummyRole, args)
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end
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end
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else
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BattleLogic.ClearOrder()
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for i=1, #fightData.enemyData[BattleLogic.CurOrder] do
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BattleLogic.AddRole(fightData.enemyData[BattleLogic.CurOrder][i], i)
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end
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for i=1, #enemyTeamSkillList do
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skillPool:Put(enemyTeamSkillList[i])
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enemyTeamSkillList[i]=nil
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end
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamSkill do
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enemyTeamSkillList[i] = skillPool:Get()
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enemyTeamSkillList[i]:Init(enemyTeamDummyRole, fightData.enemyData[BattleLogic.CurOrder].teamSkill[i], 0)
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end
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive do
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for j=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive[i] do
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local v = fightData.enemyData[BattleLogic.CurOrder].teamPassive[i][j]
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local id = v[1]
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local args = {}
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for k = 2, #v do
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args[k-1] = v[k]
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end
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BattleUtil.Passivity[id](enemyTeamDummyRole, args)
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end
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end
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end
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end
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function BattleLogic.AddMP(camp, mp)
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--if camp == 0 then
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-- if #playerTeamSkillList > 0 then
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-- playerMP = min(playerMP + mp, 100)
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-- end
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--else
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-- if #enemyTeamSkillList > 0 then
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-- enemyMP = min(enemyMP + mp, 100)
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-- end
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--end
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end
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function BattleLogic.GetMP(camp)
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return camp == 0 and playerMP or enemyMP
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end
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function BattleLogic.CanManualTeamSkill()
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local teamSkill = playerTeamSkillList[playerTeamSkillIndex]
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return not isAuto and teamSkill
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end
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function BattleLogic.GetTeamSkillCastTime()
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if teamSkillCastIndex > #playerTeamSkillList then
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return -1
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end
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return teamSkillCastTime[teamSkillCastIndex] - curFrame
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end
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function BattleLogic.GenerateBuffId()
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curBuffId = curBuffId + 1
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return curBuffId
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end
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function BattleLogic.AddRole(roleData, position)
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curUid = curUid + 1
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local role = rolePool:Get()
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role:Init(curUid, roleData, position)
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objList:Add(curUid, role)
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if not role.isDead then
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BattleLogic.Event:DispatchEvent(BattleEventName.AddRole, role)
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end
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end
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function BattleLogic.SetSkillUsable(camp, value)
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if camp == 0 then
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playerSkillUsable = value
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else
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enemySkillUsable = value
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end
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end
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function BattleLogic.GetSkillUsable(camp)
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if camp == 0 then
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return playerSkillUsable
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else
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return enemySkillUsable
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end
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end
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function BattleLogic.WaitForTrigger(delayTime, action)
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delayTime = BattleUtil.ErrorCorrection(delayTime)
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local delayFrame = floor(delayTime * BattleLogic.GameFrameRate + 0.5)
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if delayFrame == 0 then --0延迟的回调直接调用
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action()
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return
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end
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local item = actionPool:Get()
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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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function BattleLogic.AddOption(opType, opArg)
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table.insert(optionRecord, {curFrame + 1, opType, opArg})
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end
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function BattleLogic.GetOption()
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return optionRecord
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end
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function BattleLogic.GetTeamSkillCaster(camp)
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return camp == 0 and playerTeamDummyRole or enemyTeamDummyRole
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end
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--执行操作逻辑
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function BattleLogic.ExecuteOption(option)
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local opType = option[2]
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local opArg = option[3]
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if opType == 1 then --全局自动手动
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for i=1, objList.size do
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local tmpObj = objList.vList[i]
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if tmpObj.camp == 0 then
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tmpObj.Auto = opArg == 1
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end
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end
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elseif opType == 2 then --释放skill
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local role = objList.kvList[opArg]
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if role and role.skill then
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skillManualQueue:Enqueue(role.skill)
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end
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elseif opType == 3 then --释放superSkill
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local role = objList.kvList[opArg]
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if role and role.superSkill then
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skillManualQueue:Enqueue(role.superSkill)
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end
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elseif opType == 4 then --释放teamSkill
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BattleLogic.CastTeamSkill(0)
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elseif opType == 5 then --设置teamSkill自动手动
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isAuto = opArg == 1
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elseif opType == 6 then --切换单个角色自动手动 arg == uid * 10 + auto(0手动,1自动)
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local auto = opArg % 10
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local uid = floor(opArg / 10)
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if objList.kvList[uid] then
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objList.kvList[uid].Auto = auto == 1
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end
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end
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end
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function BattleLogic.HasObj(obj)
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return obj and objList.kvList[obj.uid]
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end
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function BattleLogic.CurFrame()
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return curFrame
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end
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function BattleLogic.CurStage()
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return stage
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end
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function BattleLogic.CurStageTime()
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local time = 0
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if stage == 1 then
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time = stageFrame1 - curFrame
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elseif stage == 2 then
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time = stageFrame2 - curFrame
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end
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return time
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end
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function BattleLogic.Query(func, inCludeDeadRole)
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local list = {}
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local index = 1
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if func then
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for i=1, objList.size do
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local v = objList.vList[i]
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if func(v) and (inCludeDeadRole or not v.isDead) then
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list[index] = v
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index = index + 1
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end
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end
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end
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return list
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end
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function BattleLogic.BattleEnd(result)
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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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end
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function BattleLogic.Clear()
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while objList.size > 0 do
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objList.vList[objList.size]:Dispose()
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removeObjList:Add(objList.vList[objList.size])
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objList:Remove(objList.vList[objList.size].uid)
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end
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while removeObjList.size > 0 do
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rolePool:Put(removeObjList.buffer[removeObjList.size])
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removeObjList:Remove(removeObjList.size)
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end
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while tbActionList.size > 0 do
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actionPool:Put(tbActionList.buffer[tbActionList.size])
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tbActionList:Remove(tbActionList.size)
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end
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end
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function BattleLogic.ClearOrder()
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local index = 1
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while index <= objList.size do
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if objList.vList[index].camp == 1 then
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BattleLogic.Event:DispatchEvent(BattleEventName.RemoveRole, objList.vList[index])
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objList.vList[index]:Dispose()
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removeObjList:Add(objList.vList[index])
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objList:Remove(objList.vList[index].uid)
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else
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index = index + 1
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end
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end
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end
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function BattleLogic.Update()
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curFrame = curFrame + 1
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if curFrame > stageFrame1 and stage == 1 then
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stage = 2
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleStageChange, stage)
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end
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if curFrame > stageFrame2 and stage == 2 then
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stage = 3
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleStageChange, stage)
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end
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if curFrame > teamSkillCastTime[teamSkillCastIndex] then
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if playerTeamSkillIndex == teamSkillCastIndex and playerSkillUsable then
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if playerTeamSkillList[teamSkillCastIndex] then
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playerTeamSkillList[teamSkillCastIndex]:Cast()
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playerTeamSkillIndex = playerTeamSkillIndex + 1
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end
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end
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if enemyTeamSkillIndex == teamSkillCastIndex and enemySkillUsable then
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if enemyTeamSkillList[teamSkillCastIndex] then
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enemyTeamSkillList[teamSkillCastIndex]:Cast()
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enemyTeamSkillIndex = enemyTeamSkillIndex + 1
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end
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end
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teamSkillCastIndex = min(teamSkillCastIndex + 1, #teamSkillCastTime)
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end
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if curFrame > maxFrame then
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BattleLogic.BattleEnd(0)
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return
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end
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for i=1, #optionRecord do
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if optionRecord[i][1] == curFrame then
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BattleLogic.ExecuteOption(optionRecord[i])
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end
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end
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if playerSkillUsable and skillManualQueue.size > 0 then --手动操作的技能进入队列,等待释放
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skillManualQueue:Dequeue():Cast()
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end
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local index = 1
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while index <= tbActionList.size do
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local action = tbActionList.buffer[index]
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if action[1] <= curFrame then
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action[2]()
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actionPool:Put(action)
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tbActionList:Remove(index)
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else
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index = index + 1
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end
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end
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--for i=1, #playerTeamSkillList do
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-- playerTeamSkillList[i].sp = min(playerTeamSkillList[i].sp + 1, playerTeamSkillList[i].spPass)
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--end
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--
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--for i=1, #enemyTeamSkillList do
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-- enemyTeamSkillList[i].sp = min(enemyTeamSkillList[i].sp + 1, enemyTeamSkillList[i].spPass)
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--end
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--
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--if playerMP == 100 and playerSkillUsable and isAuto then
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-- local teamSkill = playerTeamSkillList[playerTeamSkillIndex]
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-- if teamSkill.sp >= teamSkill.spPass then
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-- BattleLogic.CastTeamSkill(0)
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-- end
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--end
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--
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--if enemyMP == 100 and enemySkillUsable then
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-- local teamSkill = enemyTeamSkillList[enemyTeamSkillIndex]
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-- if teamSkill.sp >= teamSkill.spPass then
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-- BattleLogic.CastTeamSkill(1)
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-- end
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--end
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BattleLogic.BuffMgr:Update()
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local bMyAllDead = true
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local bEnemyAllDead = true
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for i=1, objList.size do
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local tmpObj = objList.vList[i]
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if not tmpObj.isDead then
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tmpObj:Update()
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if tmpObj.camp == 0 then
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bMyAllDead = false
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else
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bEnemyAllDead = false
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end
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end
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end
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if bMyAllDead then
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BattleLogic.BattleEnd(0)
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end
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if bEnemyAllDead then
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if BattleLogic.CurOrder == BattleLogic.TotalOrder then
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BattleLogic.BattleEnd(1)
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else
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleOrderChange, BattleLogic.CurOrder + 1)
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BattleLogic.StartOrder()
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end
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end
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end
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local posDic = {3,2,4,1,5}
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--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
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function BattleLogic.GetAggro(camp, position)
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local minNeighbor = 100
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local index = 100
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local target
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local enemyCamp = camp == 0 and 1 or 0
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for i=1, objList.size do
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if objList.vList[i].camp == enemyCamp and not objList.vList[i].isDead then
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if position == objList.vList[i].position then
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return objList.vList[i]
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else
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local neighbor = math.abs(posDic[position] - posDic[objList.vList[i].position])
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if neighbor < minNeighbor then
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minNeighbor = neighbor
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index = objList.vList[i].position
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target = objList.vList[i]
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elseif neighbor == minNeighbor and objList.vList[i].position < index then
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minNeighbor = neighbor
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index = objList.vList[i].position
|
||
target = objList.vList[i]
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return target
|
||
end
|
||
|
||
function BattleLogic.ResetTeamSkillCD(camp)
|
||
local skill = camp == 0 and playerTeamDummyRole.curSkill or enemyTeamDummyRole.curSkill
|
||
if skill then
|
||
skill.spPass = floor(skill.cd % 100 * BattleLogic.GameFrameRate)
|
||
skill.sp = skill.spPass
|
||
end
|
||
end
|
||
|
||
function BattleLogic.CastTeamSkill(camp)
|
||
if camp == 0 then
|
||
local teamSkill = playerTeamSkillList[playerTeamSkillIndex]
|
||
if teamSkill then
|
||
teamSkill:Cast()
|
||
if playerTeamSkillIndex == #playerTeamSkillList then
|
||
playerTeamSkillIndex = 1
|
||
else
|
||
playerTeamSkillIndex = playerTeamSkillIndex + 1
|
||
end
|
||
playerMP = 0
|
||
end
|
||
else
|
||
local teamSkill = enemyTeamSkillList[enemyTeamSkillIndex]
|
||
if teamSkill then
|
||
teamSkill:Cast()
|
||
if enemyTeamSkillIndex == #enemyTeamSkillList then
|
||
enemyTeamSkillIndex = 1
|
||
else
|
||
enemyTeamSkillIndex = enemyTeamSkillIndex + 1
|
||
end
|
||
enemyMP = 0
|
||
end
|
||
end
|
||
end
|
||
|
||
--Debug专用
|
||
function BattleLogic.SetDebug()
|
||
for i=1, objList.size do
|
||
local v = objList.vList[i]
|
||
v.IsDebug = not v.IsDebug
|
||
end
|
||
playerTeamDummyRole.isDebug = not playerTeamDummyRole.isDebug
|
||
enemyTeamDummyRole.isDebug = not enemyTeamDummyRole.isDebug
|
||
end
|
||
|
||
--Debug专用
|
||
function BattleLogic.SetRoleValue(uid, name, value)
|
||
if objList.kvList[uid] then
|
||
objList.kvList[uid].data:SetValue(name, value)
|
||
end
|
||
end
|
||
|
||
--Debug专用
|
||
function BattleLogic.SetRoleDebug(uid, isDebug)
|
||
if objList.kvList[uid] then
|
||
objList.kvList[uid].IsDebug = isDebug
|
||
end
|
||
end
|
||
|
||
--Record专用
|
||
function BattleLogic.GetRecord()
|
||
return record
|
||
end
|
||
|
||
--Record专用
|
||
function BattleLogic.RecordSeed(seed)
|
||
table.insert(record, string.format("frame:%d, seed:%d", curFrame, seed))
|
||
end
|
||
|
||
--Record专用
|
||
function BattleLogic.RecordRoleProperty(uid, camp, name, value, delta)
|
||
table.insert(record, string.format("frame:%d, uid:%d, camp:%d, name:%s, value:%d, delta:%d", curFrame, uid, camp, name, value, delta))
|
||
end
|
||
|
||
--Record专用
|
||
function BattleLogic.RecordDamage(args)
|
||
local str = ""
|
||
for i=1, #args do
|
||
str = str..tostring(args[i]) .. (i == #args and "" or "#")
|
||
end
|
||
table.insert(record, string.format("frame:%d, damageArgs:%s", curFrame, str))
|
||
end
|
||
|
||
--Record专用
|
||
function BattleLogic.RecordEffect(caster, target, type, args, interval)
|
||
local cUid = tostring(caster.uid) or "cTeam"
|
||
local tUid = tostring(target.uid) or "tTeam"
|
||
local str = ""
|
||
for i=1, #args do
|
||
str = str..tostring(args[i]) .. (i == #args and "" or "#")
|
||
end
|
||
table.insert(record, string.format("frame:%d, caster:%s, target:%s, effectType:%d, args:%s, interval:%d", curFrame, cUid, tUid, type, str, interval))
|
||
end
|
||
|
||
--Record专用
|
||
function BattleLogic.RecordDelayTrigger(delayFrame, triggerFrame)
|
||
table.insert(record, string.format("frame:%d, delayTime:%f, triggerFrame:%d", curFrame, delayFrame, triggerFrame))
|
||
end
|
||
|
||
--Record专用
|
||
function BattleLogic.GenerateRecordFile()
|
||
local time = string.format("%d-%d-%d-%d-%d-%d",
|
||
os.date("%Y"),
|
||
os.date("%m"),
|
||
os.date("%d"),
|
||
os.date("%H"),
|
||
os.date("%M"),
|
||
os.date("%S"))
|
||
local file = io.open("BattleRecord/"..time..".txt", "a")
|
||
for i=1, #record do
|
||
file:write(record[i].."\n")
|
||
end
|
||
io.close(file)
|
||
end |