This commit is contained in:
Fang 2023-07-20 16:20:11 +08:00
parent 28bf5ab6ad
commit cc7feea039
9 changed files with 254 additions and 253 deletions

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@ -137,9 +137,10 @@ function DataManager:initWithServerData(data)
self.DailyChallengeData:init(data.chapter_daily_challenge) self.DailyChallengeData:init(data.chapter_daily_challenge)
self.DungeonData:initDungeonGold(data.chapter_gold_challenge) self.DungeonData:initDungeonGold(data.chapter_gold_challenge)
self.DungeonData:initDungeonShards(data.chapter_shards_challenge) self.DungeonData:initDungeonShards(data.chapter_shards_challenge)
self.EquipData:init(data.heroes_equips)
-- HeroData要在EquipData之后初始化依赖装备的属性数据
self.HeroData:init(data.bag.heroes) self.HeroData:init(data.bag.heroes)
self.BagData:init(data.bag) self.BagData:init(data.bag)
self.EquipData:init(data.heroes_equips)
self.FormationData:init(data.fight_info) self.FormationData:init(data.fight_info)
self.DungeonData:initDungeonWeapon(data.chapter_weapon_challenge) self.DungeonData:initDungeonWeapon(data.chapter_weapon_challenge)
self.DungeonData:initDungeonArmor(data.chapter_armor_challenge) self.DungeonData:initDungeonArmor(data.chapter_armor_challenge)

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@ -429,7 +429,7 @@ function GFunc.getBuffDesc(buffName, effectNum)
end end
function GFunc.getAttrDesc(attrName, attrNum) function GFunc.getAttrDesc(attrName, attrNum)
attrNum = attrNum // 100 .. "%" attrNum = attrNum // 100
return I18N:getTextWithOtherKey("attr", "name", attrName, "desc", attrNum) return I18N:getTextWithOtherKey("attr", "name", attrName, "desc", attrNum)
end end

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@ -1728,7 +1728,7 @@ function BattleUnitComp:takeDamageOrCure(atker, num, effectType, effectStatus, d
local team = self.battleController:getOtherSideTeam(self.side) local team = self.battleController:getOtherSideTeam(self.side)
team:checkPassiveEvent(BattleConst.PASSIVE_EVENT.ON_DEAD_BY_BURN) team:checkPassiveEvent(BattleConst.PASSIVE_EVENT.ON_DEAD_BY_BURN)
end end
if self.unitEntity:getAttrValue(BattleConst.ATTR_NAME.BLEED) > 0 then if self.unitEntity:getTotalAttrValue(BattleConst.ATTR_NAME.BLEED) > 0 then
local team = self.battleController:getOtherSideTeam(self.side) local team = self.battleController:getOtherSideTeam(self.side)
team:checkPassiveEvent(BattleConst.PASSIVE_EVENT.ON_DEAD_WITH_BLEED) team:checkPassiveEvent(BattleConst.PASSIVE_EVENT.ON_DEAD_WITH_BLEED)
end end

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@ -19,7 +19,7 @@ local function _judgeTargetAttr(buffCondition, conditionRel, target, battleContr
if buffCondition.attr == "hpp" then if buffCondition.attr == "hpp" then
attrNum = target.unitEntity:getHpPercent() * DEFAULT_FACTOR attrNum = target.unitEntity:getHpPercent() * DEFAULT_FACTOR
else else
attrNum = target.unitEntity:getAttrValue(buffCondition.attr) attrNum = target.unitEntity:getTotalAttrValue(buffCondition.attr)
end end
return BattleSkillConditionHandle._strOperatorOverloading(buffCondition.op, attrNum, buffCondition.v) return BattleSkillConditionHandle._strOperatorOverloading(buffCondition.op, attrNum, buffCondition.v)
end end

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@ -46,22 +46,18 @@ function AttrCell:showHp()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_2") self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_2")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_HP)) self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_HP))
local totalBaseValue = 0
totalBaseValue = totalBaseValue + self.heroEntity:getAttrValue(self.attrName)
totalBaseValue = totalBaseValue + self.weaponEntity:getHp()
totalBaseValue = totalBaseValue + DataManager.EquipData:getTotalArmorHp(self.heroEntity:getCfgId())
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
value = self.heroEntity:getCfgHp(self.heroEntity:getLv()) value = self.heroEntity:getCfgHp(self.heroEntity:getLv())
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.weaponEntity:getHp() value = self.weaponEntity:getHp()
value = value + totalBaseValue * self.weaponEntity:getHpPercent() // DEFAULT_FACTOR
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = DataManager.EquipData:getTotalArmorHp(self.heroEntity:getCfgId()) value = value + self.hatEntity:getHp()
value = value + totalBaseValue * DataManager.EquipData:getTotalArmorHpPercent(self.heroEntity:getCfgId()) // DEFAULT_FACTOR value = value + self.clothesEntity:getHp()
value = value + self.beltEntity:getHp()
value = value + self.handguardEntity:getHp()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
end end
@ -73,22 +69,18 @@ function AttrCell:showAtk()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_1") self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_1")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_ATK)) self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_ATK))
local totalBaseValue = 0
totalBaseValue = totalBaseValue + self.heroEntity:getAttrValue(self.attrName)
totalBaseValue = totalBaseValue + self.weaponEntity:getHp()
totalBaseValue = totalBaseValue + DataManager.EquipData:getTotalArmorAttack(self.heroEntity:getCfgId())
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
value = self.heroEntity:getCfgAtk(self.heroEntity:getLv()) value = self.heroEntity:getCfgAtk(self.heroEntity:getLv())
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.weaponEntity:getAttack() value = self.weaponEntity:getAttack()
value = value + totalBaseValue * self.weaponEntity:getAtkPercent() // DEFAULT_FACTOR
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = DataManager.EquipData:getTotalArmorAttack(self.heroEntity:getCfgId()) value = value + self.hatEntity:getAttack()
value = value + totalBaseValue * DataManager.EquipData:getTotalArmorAttackPercent(self.heroEntity:getCfgId()) // DEFAULT_FACTOR value = value + self.clothesEntity:getAttack()
value = value + self.beltEntity:getAttack()
value = value + self.handguardEntity:getAttack()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
end end
@ -102,7 +94,7 @@ function AttrCell:showNormalHurt()
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
@ -123,7 +115,7 @@ function AttrCell:showSkillHurt()
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
@ -144,7 +136,7 @@ function AttrCell:showCrit()
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.weaponEntity:getCritPercent() value = self.weaponEntity:getCritPercent()
@ -162,7 +154,7 @@ function AttrCell:showCritAtk()
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.weaponEntity:getCritHurtPercent() value = self.weaponEntity:getCritHurtPercent()
@ -180,7 +172,7 @@ function AttrCell:showNormalHurtp()
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
@ -201,7 +193,7 @@ function AttrCell:showSkillHurtp()
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
@ -222,7 +214,7 @@ function AttrCell:showCured()
local value = 0 local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getAttrValue(self.attrName) value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.weaponEntity:getHealPercent() value = self.weaponEntity:getHealPercent()

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@ -687,10 +687,10 @@ function BattleBaseData:initHeroData(formation)
---- 攻击力 ---- 攻击力
for matchType, attrName in pairs(GConst.MATCH_ATTACK_NAME) do for matchType, attrName in pairs(GConst.MATCH_ATTACK_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[matchType] local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[matchType]
if atkAddName then if atkAddName then
unitData.attr[attrName] = unitData.attr[attrName] + heroEntity:getAttrValue(atkAddName) unitData.attr[attrName] = unitData.attr[attrName] + heroEntity:getTotalAttrValue(atkAddName)
end end
unitData.attr[attrName] = unitData.attr[attrName] // DEFAULT_FACTOR unitData.attr[attrName] = unitData.attr[attrName] // DEFAULT_FACTOR
@ -698,37 +698,37 @@ function BattleBaseData:initHeroData(formation)
---- 暴击率 ---- 暴击率
for matchType, attrName in pairs(GConst.MATCH_CRIT_NAME) do for matchType, attrName in pairs(GConst.MATCH_CRIT_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
end end
---- 暴击伤害 ---- 暴击伤害
for matchType, attrName in pairs(GConst.MATCH_CRIT_TIME_NAME) do for matchType, attrName in pairs(GConst.MATCH_CRIT_TIME_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
end end
---- 治疗效果 ---- 治疗效果
for matchType, attrName in pairs(GConst.MATCH_CURED_NAME) do for matchType, attrName in pairs(GConst.MATCH_CURED_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
end end
---- 普攻增伤固定值 ---- 普攻增伤固定值
for matchType, attrName in pairs(GConst.MATCH_NORMAL_HURT_NAME) do for matchType, attrName in pairs(GConst.MATCH_NORMAL_HURT_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
end end
---- 普攻增伤百分比 ---- 普攻增伤百分比
for matchType, attrName in pairs(GConst.MATCH_NORMAL_HURTP_NAME) do for matchType, attrName in pairs(GConst.MATCH_NORMAL_HURTP_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
end end
---- 技能增伤固定值 ---- 技能增伤固定值
for matchType, attrName in pairs(GConst.MATCH_SKILL_HURT_NAME) do for matchType, attrName in pairs(GConst.MATCH_SKILL_HURT_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
end end
---- 技能增伤百分比 ---- 技能增伤百分比
for matchType, attrName in pairs(GConst.MATCH_SKILL_HURTP_NAME) do for matchType, attrName in pairs(GConst.MATCH_SKILL_HURTP_NAME) do
unitData.attr[attrName] = heroEntity:getAttrValue(attrName) unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
end end
local skillInfo = skillCfg[skillId] local skillInfo = skillCfg[skillId]

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@ -22,62 +22,6 @@ function EquipData:init(data)
self:addEquip(heroId, part, level) self:addEquip(heroId, part, level)
end end
end end
self:updateHeroValue()
end
-- 更新英雄数值
function EquipData:updateHeroValue()
if not self.equips then
return
end
for heroId, equip in pairs(self.equips) do
local heroEntity = DataManager.HeroData:getHeroById(heroId)
for part, level in pairs(equip) do
self:addAttrValue(heroEntity, part)
end
end
end
function EquipData:addAttrValue(heroEntity, part, isDeduct)
local equipEntity = self:getEquip(heroEntity:getCfgId(), part)
local hp = equipEntity:getHp()
local atk = equipEntity:getAttack()
local normalHurt = equipEntity:getNormalHurt()
local skillHurt = equipEntity:getSkillHurt()
local critPer = equipEntity:getCritPercent()
local critHurtPer = equipEntity:getCritHurtPercent()
local normalHurtPer = equipEntity:getNormalHurtPercent()
local skillHurtPer = equipEntity:getSkillHurtPercent()
local healPer = equipEntity:getHealPercent()
heroEntity:addAttrValue(GConst.MATCH_HP_NAME[heroEntity:getMatchType()], isDeduct and -hp or hp)
heroEntity:addAttrValue(GConst.MATCH_ATTACK_NAME[heroEntity:getMatchType()], isDeduct and -atk or atk)
heroEntity:addAttrValue(GConst.MATCH_NORMAL_HURT_NAME[heroEntity:getMatchType()], isDeduct and -normalHurt or normalHurt)
heroEntity:addAttrValue(GConst.MATCH_SKILL_HURT_NAME[heroEntity:getMatchType()], isDeduct and -skillHurt or skillHurt)
heroEntity:addAttrValue(GConst.MATCH_CRIT_NAME[heroEntity:getMatchType()], isDeduct and -critPer or critPer)
heroEntity:addAttrValue(GConst.MATCH_CRIT_TIME_NAME[heroEntity:getMatchType()], isDeduct and -critHurtPer or critHurtPer)
heroEntity:addAttrValue(GConst.MATCH_NORMAL_HURTP_NAME[heroEntity:getMatchType()], isDeduct and -normalHurtPer or normalHurtPer)
heroEntity:addAttrValue(GConst.MATCH_SKILL_HURTP_NAME[heroEntity:getMatchType()], isDeduct and -skillHurtPer or skillHurtPer)
heroEntity:addAttrValue(GConst.MATCH_CURED_NAME[heroEntity:getMatchType()], isDeduct and -healPer or healPer)
local printStr = ""
if not isDeduct then
printStr = printStr .. "增加装备数值:"..heroEntity:getCfgId().."-"..part .. "\n"
else
printStr = printStr .. "减去装备数值:"..heroEntity:getCfgId().."-"..part .. "\n"
end
printStr = printStr .. "生命:".. hp .. "\n"
printStr = printStr .. "攻击力:".. atk .. "\n"
printStr = printStr .. "普攻增伤:".. normalHurt .. "\n"
printStr = printStr .. "技能增伤:".. skillHurt .. "\n"
printStr = printStr .. "暴击率:".. critPer .. "\n"
printStr = printStr .. "暴击伤害百分比:".. critHurtPer .. "\n"
printStr = printStr .. "普攻增伤百分比:".. normalHurtPer .. "\n"
printStr = printStr .. "技能增伤百分比:".. skillHurtPer .. "\n"
printStr = printStr .. "治疗加成百分比:".. healPer .. "\n"
Logger.logHighlight(printStr)
end end
function EquipData:setDirty() function EquipData:setDirty()
@ -114,6 +58,10 @@ function EquipData:createEntity(heroId, part, level)
return EquipEntity:create(heroId, part, level) return EquipEntity:create(heroId, part, level)
end end
function EquipData:getAllEquips()
return self.equips
end
function EquipData:getEquip(id, part) function EquipData:getEquip(id, part)
if not self.equips[id] then if not self.equips[id] then
self.equips[id] = {} self.equips[id] = {}
@ -124,84 +72,14 @@ function EquipData:getEquip(id, part)
return self.equips[id][part] return self.equips[id][part]
end end
-- 获取英雄所有防具(不包含武器)生命固定值
function EquipData:getTotalArmorHp(heroId)
local hatEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HAT)
local clothesEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.CLOTHES)
local beltEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.BELT)
local handguardEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HANDGUARD)
local result = 0
result = result + hatEntity:getHp()
result = result + clothesEntity:getHp()
result = result + beltEntity:getHp()
result = result + handguardEntity:getHp()
return result
end
-- 获取英雄所有防具(不包含武器)攻击力固定值
function EquipData:getTotalArmorAttack(heroId)
local hatEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HAT)
local clothesEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.CLOTHES)
local beltEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.BELT)
local handguardEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HANDGUARD)
local result = 0
result = result + hatEntity:getAttack()
result = result + clothesEntity:getAttack()
result = result + beltEntity:getAttack()
result = result + handguardEntity:getAttack()
return result
end
-- 获取英雄所有防具(不包含武器)生命加成
function EquipData:getTotalArmorHpPercent(heroId)
local hatEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HAT)
local clothesEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.CLOTHES)
local beltEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.BELT)
local handguardEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HANDGUARD)
local result = 0
result = result + hatEntity:getHpPercent()
result = result + clothesEntity:getHpPercent()
result = result + beltEntity:getHpPercent()
result = result + handguardEntity:getHpPercent()
return result
end
-- 获取英雄所有防具(不包含武器)攻击力固定值
function EquipData:getTotalArmorAttackPercent(heroId)
local hatEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HAT)
local clothesEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.CLOTHES)
local beltEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.BELT)
local handguardEntity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.HANDGUARD)
local result = 0
result = result + hatEntity:getAtkPercent()
result = result + clothesEntity:getAtkPercent()
result = result + beltEntity:getAtkPercent()
result = result + handguardEntity:getAtkPercent()
return result
end
-- 装备升级 -- 装备升级
function EquipData:onUpgradeEquip(heroId, part) function EquipData:onUpgradeEquip(heroId, part)
local entity = self:getEquip(heroId, part) local entity = self:getEquip(heroId, part)
if not entity then if not entity then
return return
end end
local last = entity:getLastLevelEntity()
if last then
self:addAttrValue(DataManager.HeroData:getHeroById(heroId), part, true)
end
entity:onLevelUp() entity:onLevelUp()
self:addAttrValue(DataManager.HeroData:getHeroById(heroId), part) DataManager.HeroData:getHeroById(heroId):setEquipAttrDirty()
EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.EQUIP_UPGRADE_SUCCESS) EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.EQUIP_UPGRADE_SUCCESS)
end end

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@ -28,22 +28,36 @@ function EquipEntity:getPart()
return self.cfg.part return self.cfg.part
end end
-- 获取部位生命值 -- 获取部位基础生命值
function EquipEntity:getHp() function EquipEntity:getBaseHp()
if self.cfg.armor_hp and self.cfg.armor_hp[self.level] then if self.cfg.armor_hp and self.cfg.armor_hp[self.level] then
return self.cfg.armor_hp[self.level] return self.cfg.armor_hp[self.level]
end end
return 0 return 0
end end
-- 获取部位攻击力 -- 获取部位加成后生命值
function EquipEntity:getAttack() function EquipEntity:getHp()
local result = self:getBaseHp()
result = result + DataManager.HeroData:getHeroById(self:getHeroId()):getTotalBaseHp() * self:getHpPercent() // DEFAULT_FACTOR
return result
end
-- 获取部位基础攻击力
function EquipEntity:getBaseAttack()
if self.cfg.armor_atk and self.cfg.armor_atk[self.level] then if self.cfg.armor_atk and self.cfg.armor_atk[self.level] then
return self.cfg.armor_atk[self.level] return self.cfg.armor_atk[self.level]
end end
return 0 return 0
end end
-- 获取部位加成后攻击力
function EquipEntity:getAttack()
local result = self:getBaseAttack()
result = result + DataManager.HeroData:getHeroById(self:getHeroId()):getTotalBaseAtk() * self:getAtkPercent() // DEFAULT_FACTOR
return result
end
-- 获取部位普攻伤害 -- 获取部位普攻伤害
function EquipEntity:getNormalHurt() function EquipEntity:getNormalHurt()
if self.cfg.normal_hurt_add and self.cfg.normal_hurt_add[self.level] then if self.cfg.normal_hurt_add and self.cfg.normal_hurt_add[self.level] then

View File

@ -2,28 +2,170 @@ local HeroEntity = class("HeroEntity", BaseData)
local ATTR_NAME = GConst.BattleConst.ATTR_NAME local ATTR_NAME = GConst.BattleConst.ATTR_NAME
function HeroEntity:ctor(cfgId, lv, collectionLevel) function HeroEntity:ctor(cfgId, lv, collectionLevel)
self.id = cfgId
self.cfgId = cfgId self.cfgId = cfgId
self.data.lv = lv self.data.lv = lv
self.data.collectionLevel = collectionLevel self.data.collectionLevel = collectionLevel
self.attrDirty = false self.baseAttrDirty = false
self.equipAttrDirty = false
self.config = ConfigManager:getConfig("hero")[self.cfgId] self.config = ConfigManager:getConfig("hero")[self.cfgId]
self.beginLv = self.config.begin_lv -- 初始等级 self.beginLv = self.config.begin_lv -- 初始等级
self.baseAttrOriginal = {}
self.allAttr = {}
self:initAttr()
self:updateAttr()
end end
function HeroEntity:initAttr() function HeroEntity:initAttr()
self:setAttrValue(ATTR_NAME.HP, 0) self.baseAttrOriginal = {}
self:setAttrValue(ATTR_NAME.ATK, 0) self.equipAttr = {}
self:setAttrValue(ATTR_NAME.ATK_RED, 0) self.allAttr = {}
self:setAttrValue(ATTR_NAME.ATK_YELLOW, 0)
self:setAttrValue(ATTR_NAME.ATK_GREEN, 0) self:setTotalAttrValue(ATTR_NAME.HP, 0)
self:setAttrValue(ATTR_NAME.ATK_BLUE, 0) self:setTotalAttrValue(ATTR_NAME.ATK, 0)
self:setAttrValue(ATTR_NAME.ATK_PURPLE, 0) self:setTotalAttrValue(ATTR_NAME.ATK_RED, 0)
self:setTotalAttrValue(ATTR_NAME.ATK_YELLOW, 0)
self:setTotalAttrValue(ATTR_NAME.ATK_GREEN, 0)
self:setTotalAttrValue(ATTR_NAME.ATK_BLUE, 0)
self:setTotalAttrValue(ATTR_NAME.ATK_PURPLE, 0)
self:setEquipAttrValue(GConst.MATCH_HP_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_ATTACK_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_NORMAL_HURT_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_SKILL_HURT_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_CRIT_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()], 0)
self:setEquipAttrValue(GConst.MATCH_CURED_NAME[self:getMatchType()], 0)
self:updateAllAttr()
end
function HeroEntity:setBaseAttrDirty()
self.baseAttrDirty = true
end
function HeroEntity:setEquipAttrDirty()
self.equipAttrDirty = true
end
function HeroEntity:getAllAttr()
if self.allAttr == nil then
self:initAttr()
end
if self.baseAttrDirty == true then
self.baseAttrDirty = false
self:updateBaseAttr()
self:updateTotalAttr()
end
if self.equipAttrDirty == true then
self.equipAttrDirty = false
self:updateEquipAttr()
self:updateTotalAttr()
end
return self.allAttr
end
-- 更新所有属性
function HeroEntity:updateAllAttr()
self:updateBaseAttr()
self:updateEquipAttr()
self:updateTotalAttr()
end
-- 更新英雄基础属性
function HeroEntity:updateBaseAttr()
self.baseAttrOriginal[ATTR_NAME.HP] = self:getCfgHp()
self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_YELLOW] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_GREEN] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_BLUE] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_PURPLE] = 0
self.baseAttrOriginal[GConst.MATCH_ATTACK_NAME[self.config.position]] = self:getCfgAtk()
end
-- 更新装备属性
function HeroEntity:updateEquipAttr()
local equips = DataManager.EquipData:getAllEquips()[self:getCfgId()]
if not equips then
return
end
local hp,atk,normalHurt,skillHurt,critPer,critHurtPer,normalHurtPer,skillHurtPer,healPer = 0
for part, equipEntity in pairs(equips) do
if equipEntity:getLevel() <= 0 then
return
end
hp = equipEntity:getHp()
atk = equipEntity:getAttack()
normalHurt = equipEntity:getNormalHurt()
skillHurt = equipEntity:getSkillHurt()
critPer = equipEntity:getCritPercent()
critHurtPer = equipEntity:getCritHurtPercent()
normalHurtPer = equipEntity:getNormalHurtPercent()
skillHurtPer = equipEntity:getSkillHurtPercent()
healPer = equipEntity:getHealPercent()
self:addEquipAttrValue(GConst.MATCH_HP_NAME[self:getMatchType()], hp)
self:addEquipAttrValue(GConst.MATCH_ATTACK_NAME[self:getMatchType()], atk)
self:addEquipAttrValue(GConst.MATCH_NORMAL_HURT_NAME[self:getMatchType()], normalHurt)
self:addEquipAttrValue(GConst.MATCH_SKILL_HURT_NAME[self:getMatchType()], skillHurt)
self:addEquipAttrValue(GConst.MATCH_CRIT_NAME[self:getMatchType()], critPer)
self:addEquipAttrValue(GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()], critHurtPer)
self:addEquipAttrValue(GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()], normalHurtPer)
self:addEquipAttrValue(GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()], skillHurtPer)
self:addEquipAttrValue(GConst.MATCH_CURED_NAME[self:getMatchType()], healPer)
if EDITOR_MODE then
local printStr = ""
printStr = printStr .. "更新装备数值:"..self:getCfgId().."-"..part .. "\n"
printStr = printStr .. "生命:".. hp .. "\n"
printStr = printStr .. "攻击力:".. atk .. "\n"
printStr = printStr .. "普攻增伤:".. normalHurt .. "\n"
printStr = printStr .. "技能增伤:".. skillHurt .. "\n"
printStr = printStr .. "暴击率:".. critPer .. "\n"
printStr = printStr .. "暴击伤害百分比:".. critHurtPer .. "\n"
printStr = printStr .. "普攻增伤百分比:".. normalHurtPer .. "\n"
printStr = printStr .. "技能增伤百分比:".. skillHurtPer .. "\n"
printStr = printStr .. "治疗加成百分比:".. healPer .. "\n"
Logger.logHighlight(printStr)
end
end
end
function HeroEntity:setEquipAttrValue(name, value)
self.equipAttr[name] = value
end
function HeroEntity:addEquipAttrValue(name, value)
self.equipAttr[name] = self.equipAttr[name] + value
end
-- 更新总属性
function HeroEntity:updateTotalAttr()
for k, v in pairs(self.baseAttrOriginal) do
self:setTotalAttrValue(k, v)
end
for k, v in pairs(self.equipAttr) do
self:addTotalAttrValue(k, v)
end
end
function HeroEntity:setTotalAttrValue(name, value)
self.allAttr[name] = GFunc.encryptNumber(value or 0)
end
function HeroEntity:addTotalAttrValue(name, add)
-- Logger.logHighlight("add "..name..":"..add)
local before = self:getTotalAttrValue(name)
self.allAttr[name] = GFunc.encryptNumber(before + add or 0)
end
function HeroEntity:getTotalAttrValue(name)
if self.allAttr == nil then
self:initAttr()
end
if not self.allAttr[name] then
return 0
end
-- Logger.logHighlight("get "..name..":"..GFunc.decryptNumber(self.allAttr[name]))
return GFunc.decryptNumber(self.allAttr[name])
end end
function HeroEntity:setLv(lv) function HeroEntity:setLv(lv)
@ -35,7 +177,7 @@ function HeroEntity:setLv(lv)
end end
self.data.lv = lv self.data.lv = lv
ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LV_UP, lv) ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LV_UP, lv)
self:setDirty() self:setAttrDirty()
end end
function HeroEntity:getCfgId() function HeroEntity:getCfgId()
@ -46,16 +188,6 @@ function HeroEntity:getLv()
return self.data.lv return self.data.lv
end end
-- 获取英雄已领取图鉴点数的等级
function HeroEntity:getCollectionLevel()
return self.data.collectionLevel
end
-- 更新英雄图鉴已领取等级
function HeroEntity:updateCollectionLevel()
self.data.collectionLevel = self:getLv()
end
function HeroEntity:getQlt() function HeroEntity:getQlt()
return self.config.qlt return self.config.qlt
end end
@ -68,38 +200,21 @@ function HeroEntity:getMatchType()
return self.config.position return self.config.position
end end
-- 获取英雄已领取图鉴点数的等级
function HeroEntity:getCollectionLevel()
return self.data.collectionLevel
end
-- 更新英雄图鉴已领取等级
function HeroEntity:updateCollectionLevel()
self.data.collectionLevel = self:getLv()
end
-- 英雄每级可领取图鉴点数 -- 英雄每级可领取图鉴点数
function HeroEntity:getCollectionPoint() function HeroEntity:getCollectionPoint()
return self.config.collection_point return self.config.collection_point
end end
function HeroEntity:setAttrDirty()
self.attrDirty = true
end
function HeroEntity:getAllAttr()
if self.attrDirty == true then
self.attrDirty = false
self:updateAttr()
end
return self.allAttr
end
function HeroEntity:updateAttr()
self:updateBaseAttr()
self:updateAllAttr()
end
function HeroEntity:updateBaseAttr()
self.baseAttrOriginal[ATTR_NAME.HP] = self:getCfgHp()
self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_YELLOW] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_GREEN] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_BLUE] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_PURPLE] = 0
self.baseAttrOriginal[GConst.MATCH_ATTACK_NAME[self.config.position]] = self:getCfgAtk()
end
function HeroEntity:getCfgHp(lv) function HeroEntity:getCfgHp(lv)
lv = lv or self.data.lv lv = lv or self.data.lv
if lv > self:getMaxLv() then if lv > self:getMaxLv() then
@ -132,43 +247,16 @@ function HeroEntity:getIsShowUnlcokChapter()
return self.config.is_show == 1 return self.config.is_show == 1
end end
function HeroEntity:updateAllAttr()
for k, v in pairs(self.baseAttrOriginal) do
self:setAttrValue(k, v)
end
end
function HeroEntity:setAttrValue(name, value)
self.allAttr[name] = GFunc.encryptNumber(value or 0)
end
function HeroEntity:addAttrValue(name, add)
-- Logger.logHighlight("add "..name..":"..add)
local before = self:getAttrValue(name)
self.allAttr[name] = GFunc.encryptNumber(before + add or 0)
end
function HeroEntity:getAttrValue(name)
if not self.allAttr[name] then
return 0
end
-- Logger.logHighlight("get "..name..":"..GFunc.decryptNumber(self.allAttr[name]))
return GFunc.decryptNumber(self.allAttr[name])
end
function HeroEntity:getAtk() function HeroEntity:getAtk()
local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]
local atkName = GConst.MATCH_ATTACK_NAME[self:getMatchType()] local atkName = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
return self:getAttrValue(atkName) + self:getAttrValue(atkAddName) local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]
return self:getTotalAttrValue(atkName) + self:getTotalAttrValue(atkAddName)
end end
function HeroEntity:getHp() function HeroEntity:getHp()
local atkAddName = GConst.MATCH_HP_ADD_NAME[self:getMatchType()] local hpName = GConst.MATCH_HP_NAME[self:getMatchType()]
return self:getAttrValue(GConst.BattleConst.ATTR_NAME.HP) + self:getAttrValue(atkAddName) local hpAddName = GConst.MATCH_HP_ADD_NAME[self:getMatchType()]
end return self:getTotalAttrValue(hpName) + self:getTotalAttrValue(hpAddName)
function HeroEntity:setDirty()
self.attrDirty = true
end end
function HeroEntity:isMaxLv() function HeroEntity:isMaxLv()
@ -317,4 +405,32 @@ function HeroEntity:getActiveRogueSkills()
return list return list
end end
-- 获取总基础生命值(英雄+装备)
function HeroEntity:getTotalBaseHp()
local result = 0
result = result + self:getTotalAttrValue(GConst.MATCH_HP_NAME[self:getMatchType()])
-- 武器
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.WEAPON):getBaseHp()
-- 防具
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.HAT):getBaseHp()
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.CLOTHES):getBaseHp()
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.BELT):getBaseHp()
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.HANDGUARD):getBaseHp()
return result
end
-- 获取总基础攻击值(英雄+装备)
function HeroEntity:getTotalBaseAtk()
local result = 0
result = result + self:getTotalAttrValue(GConst.MATCH_HP_NAME[self:getMatchType()])
-- 武器
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.WEAPON):getBaseAttack()
-- 防具
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.HAT):getBaseAttack()
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.CLOTHES):getBaseAttack()
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.BELT):getBaseAttack()
result = result + DataManager.EquipData:getEquip(self:getCfgId(), GConst.EquipConst.PART_TYPE.HANDGUARD):getBaseAttack()
return result
end
return HeroEntity return HeroEntity