c1_lua/lua/app/userdata/equip/equip_entity.lua
2025-08-13 20:54:58 +08:00

178 lines
4.7 KiB
Lua

local EquipEntity = class("EquipEntity", BaseData)
function EquipEntity:setDirty()
self.allAttrs = nil
end
function EquipEntity:ctor(equip)
self:init(equip)
end
function EquipEntity:init(equip)
self.uid = equip.uid
self:setId(equip.cfg_id)
self:initBaseAttr()
self:setExtraAttr(equip.extra_attrs)
self.lastPower = nil
end
-- 装备唯一id
function EquipEntity:getUid()
return self.uid
end
function EquipEntity:setId(id)
self.id = id
self:setDirty()
end
--获取配置id
function EquipEntity:getId()
return self.id
end
--@region 配置
function EquipEntity:getPart()
return DataManager.EquipData:getPart(self:getId())
end
function EquipEntity:getQlt()
return DataManager.EquipData:getQlt(self:getId())
end
function EquipEntity:getStar()
return DataManager.EquipData:getStar(self:getId())
end
function EquipEntity:getIconRes()
return DataManager.EquipData:getIconRes(self:getId())
end
function EquipEntity:getEntityType()
return GConst.ENTITY_TYPE.EQUIP_ENTITY
end
function EquipEntity:getName()
return DataManager.EquipData:getName(self:getId())
end
function EquipEntity:getNameQltColor()
return string.format("<color=%s>%s</color>", GFunc.getQltColor(self:getQlt()), self:getName())
end
function EquipEntity:getPartName()
return I18N:getGlobalText(GConst.EquipConst.EQUIP_PART_NAME[self:getPart()])
end
--@endregion
--@region 属性
function EquipEntity:initBaseAttr()
self.baseAttr = DataManager.EquipData:getBaseAttr(self:getId())
end
function EquipEntity:setExtraAttr(attr)
self.extraAttrs = {}
self.extraMap = attr
if attr and #attr > 0 then
for i, data in pairs(attr) do
if self.extraAttrs[GFunc.getAttrNameById(data.id)] then
self.extraAttrs[GFunc.getAttrNameById(data.id)] = self.extraAttrs[GFunc.getAttrNameById(data.id)] + data.value
else
self.extraAttrs[GFunc.getAttrNameById(data.id)] = data.value
end
end
end
self.allAttrs = nil
end
function EquipEntity:getBaseAttrs()
return self.baseAttrs
end
function EquipEntity:getExtraMap()
return self.extraMap
end
function EquipEntity:getExtraAttrs()
return self.extraAttrs
end
function EquipEntity:getAllAttr()
if self.allAttrs == nil then
self.allAttrs = {}
-- 基础
for attrName, attrNum in pairs(self:getBaseAttrs()) do
self.allAttrs[attrName] = (self.allAttrs[attrName] or 0) + attrNum
end
-- 额外属性
for attrName, attrNum in pairs(self:getExtraAttrs()) do
self.allAttrs[attrName] = (self.allAttrs[attrName] or 0) + attrNum
end
self:calcPower()
end
return self.allAttrs
end
--@endregion
--@region 战力
function EquipEntity:setPowerDirty()
self.data.isPowerDirty = not self.data.isPowerDirty
end
function EquipEntity:getPower()
return self.curPower
end
-- 计算战斗力
function EquipEntity:calcPower()
if self.lastPower then
self.lastPower = self.curPower
end
self.curPower = math.floor(self:_getAttrPower())
if not self.lastPower then
self.lastPower = self.curPower
end
if self.lastPower ~= self.curPower then
self:setPowerDirty()
end
end
function EquipEntity:_getAttrPower()
-- local atk = self.baseAttr.num + (self.extraAttrs[GConst.BattleConst.ATTR_NAME.ATTR_ATK_PRIVATE] or 0)
-- local atkPower = AttrNameCfg[GConst.BattleConst.ATTR_NAME.ATTR_ATK_PRIVATE].power or 0
-- local crit = self.extraAttrs[GConst.BattleConst.ATTR_NAME.CRIT_PRIVATE] or 0 --暴击
-- local critPower = AttrNameCfg[GConst.BattleConst.ATTR_NAME.CRIT_PRIVATE].power or 0
-- local critTime = self.extraAttrs[GConst.BattleConst.ATTR_NAME.CRIT_TIME_PRIVATE] or 0 --暴伤
-- local critTimePower = AttrNameCfg[GConst.BattleConst.ATTR_NAME.CRIT_TIME_PRIVATE].power or 0
-- local def = self.extraAttrs[GConst.BattleConst.ATTR_NAME.DEF_DEC_PRIVATE] or 0 --破防
-- local defPower = AttrNameCfg[GConst.BattleConst.ATTR_NAME.DEF_DEC_PRIVATE].power or 0
-- def = def / GConst.DEFAULT_FACTOR / (10 * GFunc.getBattleConstIntValue("def_dec_constant_k") + def/ GConst.DEFAULT_FACTOR)
-- local score = atk/GConst.DEFAULT_FACTOR
-- *(1+crit/GConst.DEFAULT_FACTOR*(critPower / GConst.DEFAULT_FACTOR )
-- *critTime/GConst.DEFAULT_FACTOR*(critTimePower/ GConst.DEFAULT_FACTOR))
-- *(1+def*defPower/GConst.DEFAULT_FACTOR)
-- return math.floor(score)
local power = 0
for attrName, attrNum in pairs(self:getAllAttr()) do
local cfg = GFunc.getAttrNameCfg()[attrName]
if cfg then
local realValue = attrNum
-- 特殊处理,玩家基础暴击伤害不算
if attrName == GConst.BattleConst.ATTR_NAME.CRIT_TIME then
realValue = attrNum - 15000
end
power = power + math.floor(realValue * cfg.power / GConst.DEFAULT_FACTOR / GConst.DEFAULT_FACTOR + 0.0000001)
end
end
return power
end
--@endregion
return EquipEntity