c1_lua/lua/app/userdata/battle/skill/battle_skill_entity.lua
2023-04-19 10:47:02 +08:00

189 lines
4.6 KiB
Lua

local BattleBuffEntity = require "app/userdata/battle/skill/battle_buff_entity"
local BattleConst = require "app/module/battle/battle_const"
local BattleSkillEntity = class("BattleSkillEntity", BaseData)
BattleSkillEntity.sid = 0
function BattleSkillEntity:ctor(skillId, skillType, owner)
self.skillType = skillType
self.skillId = skillId
self.owner = owner
BattleSkillEntity.sid = BattleSkillEntity.sid + 1
self.sid = BattleSkillEntity.sid
self:init()
end
function BattleSkillEntity:init()
self.skillInfo = ConfigManager:getConfig("skill")[self.skillId]
self.coolingRounds = self.skillInfo.cd or 0
if self.skillInfo.cd_start then -- 开场就进入cd
self.cd = self.skillInfo.cd_start
else
self.cd = 0
end
self:initSkillEffect()
end
function BattleSkillEntity:initSkillEffect()
self.effectList = {}
if self.skillInfo.effect then
for k, v in ipairs(self.skillInfo.effect) do
local buffEntity = BattleBuffEntity:create()
buffEntity:init(v, self.owner)
table.insert(self.effectList, buffEntity)
end
end
end
function BattleSkillEntity:startUse()
self.skillCanUseTimes = self.owner:getSkillExtraUseTimes(self.skillId) + 1
end
function BattleSkillEntity:getSkillCanUseTimes()
return self.skillCanUseTimes
end
function BattleSkillEntity:cooldown(round)
if self.cd > 0 then
self.cd = self.cd - (round or 1)
if self.cd < 0 then
self.cd = 0
end
end
end
-- 技能是否可用
function BattleSkillEntity:getIsAvailable()
return self.cd == 0
end
-- 技能释放完毕
function BattleSkillEntity:endUse()
self.cd = self.coolingRounds
if self.skillCanUseTimes then
self.skillCanUseTimes = self.skillCanUseTimes - 1
end
end
function BattleSkillEntity:addSkillEffectParams(effect)
local buffEntity
for _, entity in ipairs(self.effectList) do
if entity:getName() == effect.type then
buffEntity = entity
break
end
end
if not buffEntity then
buffEntity = BattleBuffEntity:create()
buffEntity:init(effect, self.owner)
table.insert(self.effectList, buffEntity)
else
buffEntity:setEffectNum(buffEntity:getEffectNum() + effect.num)
end
end
function BattleSkillEntity:addSkillEffectRound(effect)
local buffEntity
for _, entity in ipairs(self.effectList) do
if entity:getName() == effect.type then
buffEntity = entity
break
end
end
if not buffEntity then
buffEntity = BattleBuffEntity:create()
buffEntity:init(effect, self.owner)
table.insert(self.effectList, buffEntity)
else
buffEntity:setRound(buffEntity:getRound() + effect.round)
end
end
function BattleSkillEntity:getSkillid()
return self.skillId
end
function BattleSkillEntity:getIsPassiveType()
return self.skillType == BattleConst.SKILL_TYPE_PASSIVE
end
function BattleSkillEntity:getIsNormalType()
return self.skillType == BattleConst.SKILL_TYPE_NORMAL
end
function BattleSkillEntity:changeSkillId(skillId)
self.skillId = skillId
self:init()
end
function BattleSkillEntity:getMoveType()
return self.skillInfo.position
end
function BattleSkillEntity:getRandomNormalAttackName()
if self.normalSkillNameList == nil then
local normalSkillNameList, count = self.owner:getNormalSkillNameList()
self.normalSkillNameList = {}
for i = 1, count do
self.normalSkillNameList[i] = normalSkillNameList[i]
end
end
if self.normalSkillNameIndex == nil then
self.normalSkillNameIndex = math.random(1, #self.normalSkillNameList)
else
local temp = self.normalSkillNameList[#self.normalSkillNameList]
self.normalSkillNameList[#self.normalSkillNameList] = self.normalSkillNameList[self.normalSkillNameIndex]
self.normalSkillNameList[self.normalSkillNameIndex] = temp
self.normalSkillNameIndex = math.random(1, #self.normalSkillNameList - 1)
end
return self.normalSkillNameList[self.normalSkillNameIndex]
end
function BattleSkillEntity:getSkillAttackName()
return self.skillInfo.name_act
end
function BattleSkillEntity:getEffectList()
return self.effectList
end
function BattleSkillEntity:getTargetType()
return self.skillInfo.obj
end
function BattleSkillEntity:getSid()
return self.sid
end
function BattleSkillEntity:getPassiveTriggerValue()
return self.skillInfo.trigger_value
end
function BattleSkillEntity:getPassiveTriggerId()
return self.skillInfo.trigger
end
function BattleSkillEntity:getRecordData(name)
if self.recordData == nil then
self.recordData = {}
end
return self.recordData[name]
end
function BattleSkillEntity:setRecordData(name, value)
if self.recordData == nil then
self.recordData = {}
end
self.recordData[name] = value
end
function BattleSkillEntity:clearRecordData()
if self.recordData then
for k, v in pairs(self.recordData) do
self.recordData[k] = nil
end
end
end
return BattleSkillEntity