消灭随机1种颜色的棋子并回血技能机制

This commit is contained in:
xiekaidong 2023-05-11 17:21:53 +08:00
parent bea9daf0bc
commit 7a7bde728e
2 changed files with 40 additions and 0 deletions

View File

@ -688,6 +688,7 @@ BattleConst.SKILL_TYPE = {
RANDOM_KILL_SKILL_GRID = 6,
SHUFFLE_BOARD = 7,
RANDOM_KILL_ROW_OR_COLUMN = 8,
RANDOM_KILL_ELEMENT_AND_HEAL = 9,
}
BattleConst.ATTACK_OVER_ACTIVE_SKILL_TYPE = {
@ -696,6 +697,7 @@ 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_METHOD_TYPE = {

View File

@ -201,6 +201,43 @@ local function _takeRandomKillRowOrColumn(atkUnitComp, skillEntity, battleContro
battleController:killRowOrColumn(infoList)
end
local function _takeRandomKillElementAndHeal(atkUnitComp, skillEntity, battleController)
local battleData = battleController.battleData
if not battleData or not battleData:getGridEnties() or not skillEntity:getEliminateSkillParameter() then
return
end
local effectNum = skillEntity:getEliminateSkillParameter()[1]
if not effectNum or effectNum <= 0 then
return
end
local elementMap = {}
local list = {}
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)
end
end
if not list[1] then
return
end
local elementType = list[math.random(1, #list)]
list = elementMap[elementType]
local count = #list
local heal = count * effectNum * atkUnitComp.unitEntity:getAtk() // GConst.BattleConst.DEFAULT_FACTOR
atkUnitComp:takeDamageOrCure(atkUnitComp, heal, BattleConst.EFFECT_TYPE.HEAL, 0)
battleController:killGrids(list)
end
BattleBoardSkillHandle._activeBoardSkill = {
[SKILL_TYPE.ELIMINATION] = _takeElimination,
[SKILL_TYPE.CHANGE_AROUND] = _takeChangeAround,
@ -213,6 +250,7 @@ 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,
}
function BattleBoardSkillHandle.activeBoardSkill(posId, skillEntity, gridEntities, sequenceEntities, battleController)