Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev

This commit is contained in:
chenxi 2023-05-12 11:23:09 +08:00
commit 552e95f5f7
2 changed files with 17 additions and 10 deletions

View File

@ -691,7 +691,7 @@ BattleConst.SKILL_TYPE = {
RANDOM_KILL_SKILL_GRID = 6,
SHUFFLE_BOARD = 7,
RANDOM_KILL_ROW_OR_COLUMN = 8,
RANDOM_KILL_ELEMENT_AND_HEAL = 9,
KILL_MAX_ELEMENT_AND_HEAL = 9,
}
BattleConst.ATTACK_OVER_ACTIVE_SKILL_TYPE = {
@ -700,7 +700,7 @@ BattleConst.ATTACK_OVER_ACTIVE_SKILL_TYPE = {
[BattleConst.SKILL_TYPE.RANDOM_KILL_SKILL_GRID] = true,
[BattleConst.SKILL_TYPE.SHUFFLE_BOARD] = true,
[BattleConst.SKILL_TYPE.RANDOM_KILL_ROW_OR_COLUMN] = true,
[BattleConst.SKILL_TYPE.RANDOM_KILL_ELEMENT_AND_HEAL] = true,
[BattleConst.SKILL_TYPE.KILL_MAX_ELEMENT_AND_HEAL] = true,
}
BattleConst.SKILL_METHOD_TYPE = {

View File

@ -201,7 +201,7 @@ local function _takeRandomKillRowOrColumn(atkUnitComp, skillEntity, battleContro
battleController:killRowOrColumn(infoList)
end
local function _takeRandomKillElementAndHeal(atkUnitComp, skillEntity, battleController)
local function _takeKillMaxElementAndHeal(atkUnitComp, skillEntity, battleController)
local battleData = battleController.battleData
if not battleData or not battleData:getGridEnties() or not skillEntity:getEliminateSkillParameter() then
return
@ -213,25 +213,32 @@ local function _takeRandomKillElementAndHeal(atkUnitComp, skillEntity, battleCon
end
local elementMap = {}
local list = {}
local elementCount = {}
for posId, entity in pairs(battleData:getGridEnties()) do
if entity:isEmptyIdle() then
local elementType = entity:getElementType()
if not elementMap[elementType] then
elementMap[elementType] = {}
table.insert(list, elementType)
end
table.insert(elementMap[elementType], posId)
elementCount[elementType] = (elementCount[elementType] or 0) + 1
end
end
if not list[1] then
local count = 0
local maxElement
for elementType, num in pairs(elementCount) do
if num > count then
count = num
maxElement = elementType
end
end
if not maxElement then
return
end
local elementType = list[math.random(1, #list)]
list = elementMap[elementType]
local count = #list
local list = elementMap[maxElement]
local heal = count * effectNum * atkUnitComp.unitEntity:getAtk() // GConst.BattleConst.DEFAULT_FACTOR
atkUnitComp:takeDamageOrCure(atkUnitComp, heal, BattleConst.EFFECT_TYPE.HEAL, 0)
@ -250,7 +257,7 @@ BattleBoardSkillHandle._activeAttackOverSkill = {
[SKILL_TYPE.RANDOM_KILL_SKILL_GRID] = _takeRandomKillSkillGrid,
[SKILL_TYPE.SHUFFLE_BOARD] = _takeShuffleBoard,
[SKILL_TYPE.RANDOM_KILL_ROW_OR_COLUMN] = _takeRandomKillRowOrColumn,
[SKILL_TYPE.RANDOM_KILL_ELEMENT_AND_HEAL] = _takeRandomKillElementAndHeal,
[SKILL_TYPE.KILL_MAX_ELEMENT_AND_HEAL] = _takeKillMaxElementAndHeal,
}
function BattleBoardSkillHandle.activeBoardSkill(posId, skillEntity, gridEntities, sequenceEntities, battleController)