Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
# Conflicts: # lua/app/config/monster_chapter.lua # lua/app/config/skill.lua
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commit
a0b27ce82d
@ -1330,6 +1330,12 @@ function BattleController:findSkillInfluenceGrids()
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end
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end
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function BattleController:getRandomSkillList(getCount)
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function BattleController:getRandomSkillList(getCount)
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local fixedList = self:getFixedRogueSkill()
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if fixedList[1] then
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return table.remove(fixedList, 1)
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end
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getCount = getCount or BattleConst.SKILL_SELECT_COUNT
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getCount = getCount or BattleConst.SKILL_SELECT_COUNT
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local result = {}
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local result = {}
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local cfg = ConfigManager:getConfig("skill_rogue")
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local cfg = ConfigManager:getConfig("skill_rogue")
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@ -118,6 +118,19 @@ function BattleControllerStage:getNotInvolvedSkills()
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return self.notInvolvedSkills
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return self.notInvolvedSkills
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end
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end
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function BattleControllerStage:getFixedRogueSkill()
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if not self.fixedRogueSkill then
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local config = ConfigManager:getConfig("chapter")[self.chapterId]
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if config.involved_skill then
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self.fixedRogueSkill = GFunc.getTable(config.involved_skill)
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else
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self.fixedRogueSkill = {}
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end
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end
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return self.fixedRogueSkill
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end
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function BattleControllerStage:findNextDefUnit()
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function BattleControllerStage:findNextDefUnit()
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self:_stageGenerateNextMonster()
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self:_stageGenerateNextMonster()
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end
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end
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@ -50,6 +50,7 @@ function ServerGameData:initData()
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local heroCfg = ConfigManager:getConfig("hero")
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local heroCfg = ConfigManager:getConfig("hero")
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local heroLvCfg = ConfigManager:getConfig("hero_level")
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local heroLvCfg = ConfigManager:getConfig("hero_level")
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-- 如果初始化里面有碎片就直接合成
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-- 如果初始化里面有碎片就直接合成
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local initHeroMap = {}
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local items = self.BagData.ItemData:getAllItems()
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local items = self.BagData.ItemData:getAllItems()
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for idStr, item in pairs(items) do
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for idStr, item in pairs(items) do
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local itemInfo = itemCfg[item.cfg_id]
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local itemInfo = itemCfg[item.cfg_id]
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@ -66,6 +67,7 @@ function ServerGameData:initData()
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if item.count >= needCout then
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if item.count >= needCout then
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item.count = item.count - needCout
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item.count = item.count - needCout
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self.HeroData:addHero(heroCfgId, k)
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self.HeroData:addHero(heroCfgId, k)
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initHeroMap[heroInfo.position] = heroCfgId
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end
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end
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break
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break
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end
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end
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@ -74,6 +76,9 @@ function ServerGameData:initData()
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end
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end
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end
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end
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end
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end
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for matchType, heroId in pairs(initHeroMap) do
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self.FormationData:upHeroToFormation(GConst.BattleConst.BATTLE_TYPE.STAGE, matchType, heroId)
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end
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end
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end
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self:setNotNewPlayer()
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self:setNotNewPlayer()
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self:saveData()
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self:saveData()
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@ -153,6 +153,13 @@ function BattleBoardSkillEntity:getNameAct()
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return self.config.name_act
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return self.config.name_act
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end
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end
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function BattleBoardSkillEntity:cfgLinkAny()
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if not self.config then
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return false
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end
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return self.config.link ~= nil
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end
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function BattleBoardSkillEntity:getEnergy()
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function BattleBoardSkillEntity:getEnergy()
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return self.curEnergy
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return self.curEnergy
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end
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end
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@ -174,6 +181,10 @@ function BattleBoardSkillEntity:clearEnergy()
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end
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end
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function BattleBoardSkillEntity:getIgnoreElementType()
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function BattleBoardSkillEntity:getIgnoreElementType()
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if self:cfgLinkAny() then
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return true
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end
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return self.ignoreElementType
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return self.ignoreElementType
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end
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end
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