c1_lua/lua/app/module/battle/helper/battle_formula.lua
2025-10-31 14:47:51 +08:00

140 lines
6.8 KiB
Lua

local BattleHelper = require "app/module/battle/helper/battle_helper"
local BattleConst = require "app/module/battle/battle_const"
local BattleFormula = {}
local DEFAULT_FACTOR = 10000
local HURT_STATE_CRIT = BattleConst.HURT_STATE_CRIT
function BattleFormula:getDamageOrCureResult(unitComp, buff, targetUnitComp)
local func = self.calculateFormula[buff:getFormula()]
if func then
return func(unitComp, buff, targetUnitComp)
end
return 0
end
function BattleFormula:getAffectedHeal(num, target)
return BattleFormula.calculateFormula[5](num, target)
end
function BattleFormula:getExpectedDamageResult(unitComp, count, targetUnitComp, skillId, atkCompMap)
-- (元素个数*攻击者攻击力+链接技能的伤害) * 受击者伤害减免
-- 普攻
local result = unitComp.unitEntity:getAtk() * count
local atkMatchType = unitComp.unitEntity:getMatchType()
local coefficient = math.max(DEFAULT_FACTOR - targetUnitComp.unitEntity:getDecDmg(atkMatchType), 0)
result = result * coefficient // DEFAULT_FACTOR
-- 技能
if skillId and atkCompMap then
local skillConfig = ConfigManager:getConfig("skill")[skillId]
if skillConfig and skillConfig.effect and skillConfig.position then
local matchType = skillConfig.position
if atkCompMap[matchType] then
local atk = atkCompMap[matchType].unitEntity:getAtk()
local dmg = 0
for _, effect in ipairs(skillConfig.effect) do
local buffConfig = ConfigManager:getConfigWithOtherKey("buff", "name")[effect.type]
if buffConfig and buffConfig.formula == 1 then -- 伤害公式
dmg = dmg + effect.num * atk
end
end
local coefficient = math.max(DEFAULT_FACTOR - targetUnitComp.unitEntity:getDecDmg(atkMatchType), 0)
result = result + (dmg * coefficient // DEFAULT_FACTOR) // DEFAULT_FACTOR
end
end
end
-- 最终伤害
result = result * (DEFAULT_FACTOR - unitComp.unitEntity:getEndDmgDecAll() + unitComp.unitEntity:getEndDmgAddtionAll()) // DEFAULT_FACTOR
return result
end
BattleFormula.calculateFormula = {
-- 局内攻击*技能倍率*(1
-- +(攻击者元素伤害增加+所有伤害增加+主动技能OR普攻增伤%+BOSS或小怪增伤%)(攻击者
-- +(受到元素伤害增加+受到所有伤害增加)(受击者
-- -(攻击者元素伤害降低+所有伤害降低)(受击者
-- -(受到元素伤害降低-受到所有伤害降低)(受击者
-- +普攻或技能增伤固定值)*暴击伤害(攻击者)*(1-最终造成伤害降低%(受击者
-- +最终造成伤害增加%(攻击者))-减伤固定值(受击者)
[1] = function(unitComp, buff, targetUnit)
local skillFixedAdd = 0
local skillPAdd = 0
local monsterDmgPAdd = 0
local hostSkill = buff:getHostSkill()
local atkMatchType = unitComp.unitEntity:getMatchType()
if hostSkill then -- 技能伤害加成
if hostSkill:getIsActiveType() then -- 主动技能
skillFixedAdd = unitComp.unitEntity:getSkillHurtFixed()
skillPAdd = unitComp.unitEntity:getSkillHurtP()
elseif hostSkill:getIsNormalType() then -- 普攻
skillFixedAdd = unitComp.unitEntity:getNormalSkillHurtFixed()
skillPAdd = unitComp.unitEntity:getNormalSkillHurtP()
end
skillPAdd = skillPAdd + unitComp.unitEntity:getAllHurtP()
end
if unitComp:checkMonsterDmgAdd() and unitComp:getSide() == BattleConst.SIDE_ATK then
if targetUnit.unitEntity:getIsBoss() then
monsterDmgPAdd = unitComp.unitEntity:getBossHurtP()
else
monsterDmgPAdd = unitComp.unitEntity:getMonsterHurtP()
end
end
local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() // DEFAULT_FACTOR -- 基础值(攻击 * 技能倍率)
-- local a = unitComp.unitEntity:getDmgAddition() -- (攻击者元素伤害增加 + 所有伤害增加)
-- local b = unitComp.unitEntity:getDmgDec() -- (攻击者元素伤害降低 + 所有伤害降低)
-- local c = targetUnit.unitEntity:getWeakness(atkMatchType) -- (受击者受到元素伤害增加 + 受到所有伤害增加)
-- local d = targetUnit.unitEntity:getDecDmg(atkMatchType) -- (受击者受到元素伤害降低 + 受到所有伤害降低)
-- local e = skillPAdd + monsterDmgPAdd -- 技能增伤百分比
result = result * (DEFAULT_FACTOR
+ unitComp.unitEntity:getDmgAddition() -- (攻击者元素伤害增加 + 所有伤害增加)
- unitComp.unitEntity:getDmgDec() -- (攻击者元素伤害降低 + 所有伤害降低)
+ targetUnit.unitEntity:getWeakness(atkMatchType) -- (受击者受到元素伤害增加 + 受到所有伤害增加)
- targetUnit.unitEntity:getDecDmg(atkMatchType) -- (受击者受到元素伤害降低 + 受到所有伤害降低)
+ skillPAdd + monsterDmgPAdd) // DEFAULT_FACTOR -- 技能增伤百分比
result = result + skillFixedAdd -- 固定值
-- 暴击
local hurtState = 0
local crit = unitComp.unitEntity:getCrit()
if crit > 0 then
if BattleHelper:random(1, DEFAULT_FACTOR) <= crit then -- 暴击了
result = result * (BattleHelper:getDefaultCrittime() + unitComp.unitEntity:getCrittime()) // DEFAULT_FACTOR
hurtState = HURT_STATE_CRIT
end
end
-- 最终伤害
result = result * (DEFAULT_FACTOR - unitComp.unitEntity:getEndDmgDecAll() + unitComp.unitEntity:getEndDmgAddtionAll()) // DEFAULT_FACTOR
result = result - targetUnit.unitEntity:getDmgDecFixed() // DEFAULT_FACTOR -- 固定值
if result <= 0 then
result = 1
end
return result, hurtState
end,
-- 生命值*回合开始时的回血系数*(1 + 治疗效果增加)
[2] = function(unitComp, buff, targetUnit)
local result = targetUnit.unitEntity:getMaxHp() * buff:getEffectNum() // DEFAULT_FACTOR * (unitComp.unitEntity:getCureAddition() - unitComp.unitEntity:getCureDec() + DEFAULT_FACTOR) // DEFAULT_FACTOR
return result, 0
end,
-- 角色攻击力*技能倍率*(1+治疗效果增加)
[3] = function(unitComp, buff, targetUnit)
local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() // DEFAULT_FACTOR * (unitComp.unitEntity:getCureAddition() - unitComp.unitEntity:getCureDec() + DEFAULT_FACTOR) // DEFAULT_FACTOR
return result, 0
end,
-- 释放者攻击*技能系数*(1+(攻击者元素伤害增加+所有伤害增加-攻击者元素伤害降低-所有伤害降低+受到元素伤害增加+受到所有伤害增加(受击)-受到元素伤害降低-受到所有伤害降低(受击))
[4] = function(unitComp, buff, targetUnit)
local atkMatchType = unitComp.unitEntity:getMatchType()
local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() // DEFAULT_FACTOR *
(DEFAULT_FACTOR + unitComp.unitEntity:getDmgAddition() - unitComp.unitEntity:getDmgDec() + targetUnit.unitEntity:getWeakness(atkMatchType) - targetUnit.unitEntity:getDecDmg(atkMatchType)) // DEFAULT_FACTOR
return result, 0
end,
-- 治疗量 * (治疗效果增减效果)
[5] = function(num, target)
local result = num * (target.unitEntity:getCureAddition() - target.unitEntity:getCureDec() + DEFAULT_FACTOR) // DEFAULT_FACTOR
return result, 0
end
}
return BattleFormula