527 lines
13 KiB
Lua
527 lines
13 KiB
Lua
local BattleConst = require "app/module/battle/battle_const"
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local BattleUnitEntity = require "app/userdata/battle/team/battle_unit_entity"
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local BattleTeamEntity = class("BattleTeamEntity", BaseData)
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local MATCH_ATTACK_NAME = GConst.MATCH_ATTACK_NAME
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local MATCH_DMG_ADDITION_NAME = BattleConst.MATCH_DMG_ADDITION_NAME
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local MATCH_DEC_DMG_NAME = BattleConst.MATCH_DEC_DMG_NAME
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local MATCH_DMG_DEC_NAME = BattleConst.MATCH_DMG_DEC_NAME
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local MATCH_WEAKNESS_NAME = BattleConst.MATCH_WEAKNESS_NAME
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local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR
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local BUFF_NAME = BattleConst.BUFF_NAME
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local ATTR_NAME = BattleConst.ATTR_NAME
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local PASSIVE_EVENT = BattleConst.PASSIVE_EVENT
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function BattleTeamEntity:ctor()
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self.members = {}
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self.membersCount = 0
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self.counterAttackCount = 0 -- 反击次数
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end
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function BattleTeamEntity:init(side, data)
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self.side = side
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if self.baseAttr then
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for k, v in pairs(self.baseAttr) do
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self:setBaseAttrValue(k, 0)
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end
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else
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self.baseAttr = {}
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end
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if self.attr then
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for k, v in pairs(self.attr) do
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self:setAttrValue(k, 0)
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end
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else
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self.attr = {}
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end
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self.deadStatusTag = false
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self.isDead = false
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self.isRebirth = false
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self.stunCount = 0
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self.lethargyCount = 0
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self.frozenCount = 0
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self.limitAll = 0
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self.activeSkillLimit = 0
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self.shieldHp = 0
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self.undeadHp = 0
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if data then
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table.sort(data.units, function(a, b)
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if a.level == b.level then
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if a.qlt == b.qlt then
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return a.id < b.id
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else
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return a.qlt > b.qlt
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end
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else
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return a.level > b.level
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end
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end)
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self.mainHero = nil
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for i, unitData in ipairs(data.units) do
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local unit = BattleUnitEntity:create()
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unit:init(unitData, side, self)
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self:addBaseAttr(unitData.attr)
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self.members[unitData.matchType] = unit
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self.membersCount = self.membersCount + 1
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if self.mainHero == nil then
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unit:setIsMainUnit(true)
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self.mainHero = unit
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end
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end
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end
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end
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function BattleTeamEntity:addUnit(unitData)
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local unit = BattleUnitEntity:create()
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unit:init(unitData, self.side, self)
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self:addBaseAttr(unitData.attr)
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self.members[unitData.matchType] = unit
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self.membersCount = self.membersCount + 1
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if self.mainHero == nil then
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unit:setIsMainUnit(true)
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self.mainHero = unit
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end
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return unit
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end
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function BattleTeamEntity:getBaseAttrValue(name)
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if not self.baseAttr[name] then
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return
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end
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return GFunc.decryptNumber(self.baseAttr[name])
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end
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function BattleTeamEntity:setBaseAttrValue(name, value)
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value = value or 0
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self.baseAttr[name] = GFunc.encryptNumber(value)
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end
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function BattleTeamEntity:addBaseAttr(unitAttr)
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for k, v in pairs(unitAttr) do
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self:setBaseAttrValue(k, (self:getBaseAttrValue(k) or 0) + v)
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self:setAttrValue(k, (self:getAttrValue(k) or 0) + v)
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end
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end
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function BattleTeamEntity:getAttrValue(name, noDefault)
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if not self.attr[name] then
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if noDefault then
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return
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else
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return 0
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end
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end
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return GFunc.decryptNumber(self.attr[name])
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end
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function BattleTeamEntity:setAttrValue(name, value)
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value = value or 0
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self.attr[name] = GFunc.encryptNumber(value)
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end
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function BattleTeamEntity:addAttr(name, num, isPercent)
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local addNum = 0
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if isPercent then
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if self:getAttrValue(name, true) then
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-- 百分比加减属性的时候如果是减少属性,则先取正数做计算,在减去此结果, 否则在做整除运算的时候,正数和负数整除后的绝对值会不一致
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-- 例如150 // 100 = 1, -150 // 100 = -2, 导致添加和移除的时候计算的属性值不一样
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local attrValue = self:getAttrValue(name)
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if num < 0 then
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if self:getBaseAttrValue(name) then
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addNum = self:getBaseAttrValue(name) * -num // DEFAULT_FACTOR
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self:setAttrValue(name, attrValue - addNum)
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else
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addNum = attrValue * -num // DEFAULT_FACTOR
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self:setAttrValue(name, attrValue - addNum)
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end
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addNum = -addNum
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else
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if self:getBaseAttrValue(name) then
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addNum = self:getBaseAttrValue(name) * num // DEFAULT_FACTOR
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self:setAttrValue(name, attrValue + addNum)
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else
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addNum = attrValue * num // DEFAULT_FACTOR
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self:setAttrValue(name, attrValue + addNum)
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end
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end
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end
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else
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addNum = num
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local currNum = self:getAttrValue(name)
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self:setAttrValue(name, currNum + num)
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end
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return addNum
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end
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function BattleTeamEntity:getAllMembers()
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return self.members
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end
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function BattleTeamEntity:getMembersCount()
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return self.membersCount
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end
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function BattleTeamEntity:getHp()
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return self:getAttrValue(ATTR_NAME.HP)
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end
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function BattleTeamEntity:getMaxHp()
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return self:getAttrValue(ATTR_NAME.MAX_HP)
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end
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function BattleTeamEntity:getHpPercent(hp)
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local maxHp = self:getMaxHp()
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hp = hp or self:getHp()
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return hp / maxHp
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end
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function BattleTeamEntity:getAtk(matchType)
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return self:getAttrValue(MATCH_ATTACK_NAME[matchType])
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end
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function BattleTeamEntity:getDmgAddition(matchType)
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return self:getAttrValue(ATTR_NAME.DMG_ADDITION_ALL) + self:getAttrValue(MATCH_DMG_ADDITION_NAME[matchType])
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end
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function BattleTeamEntity:getDmgDec(matchType)
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return self:getAttrValue(ATTR_NAME.DMG_DEC_ALL) + self:getAttrValue(MATCH_DMG_DEC_NAME[matchType])
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end
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function BattleTeamEntity:getDecDmg(matchType)
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return self:getAttrValue(ATTR_NAME.DEC_DMG_ALL) + self:getAttrValue(MATCH_DEC_DMG_NAME[matchType])
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end
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function BattleTeamEntity:getDmgDecFixed()
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return self:getAttrValue(ATTR_NAME.DMGDEC)
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end
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function BattleTeamEntity:getBossHurtP()
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return self:getAttrValue(ATTR_NAME.ATTR_BOSS_DMG)
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end
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function BattleTeamEntity:getMonsterHurtP()
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return self:getAttrValue(ATTR_NAME.ATTR_MONSTER_DMG)
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end
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function BattleTeamEntity:getWeakness(matchType)
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return self:getAttrValue(ATTR_NAME.WEAKNESS_ALL) + self:getAttrValue(MATCH_WEAKNESS_NAME[matchType])
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end
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function BattleTeamEntity:getCrittime(matchType)
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local matchCritTime = self:getAttrValue(GConst.MATCH_CRIT_TIME_NAME[matchType])
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return self:getAttrValue(ATTR_NAME.CRIT_TIME) + matchCritTime
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end
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function BattleTeamEntity:getCrit(matchType)
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local matchCrit = self:getAttrValue(GConst.MATCH_CRIT_NAME[matchType])
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return self:getAttrValue(ATTR_NAME.CRIT) + matchCrit
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end
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function BattleTeamEntity:getCureAddition(matchType)
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local matchAddtion = self:getAttrValue(GConst.MATCH_CURED_NAME[matchType])
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return self:getAttrValue(ATTR_NAME.CURE_ADDITION) + matchAddtion
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end
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function BattleTeamEntity:getCureDec()
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return self:getAttrValue(ATTR_NAME.CURE_DEC)
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end
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function BattleTeamEntity:getBeDmgToHeal()
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return self:getAttrValue(ATTR_NAME.BE_DMG_TO_HEAL)
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end
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function BattleTeamEntity:getBeSucked()
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return self:getAttrValue(ATTR_NAME.BE_SUCKED)
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end
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function BattleTeamEntity:getUndeadHp()
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return self.undeadHp
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end
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function BattleTeamEntity:setUndeadHp(hp)
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self.undeadHp = hp
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end
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function BattleTeamEntity:getNormalAttackAddCount()
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return self:getAttrValue(ATTR_NAME.NORMAL_ATTACK_COUNT)
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end
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function BattleTeamEntity:getThorns()
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return self:getAttrValue(ATTR_NAME.THORNS)
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end
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function BattleTeamEntity:getExpTime()
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return self:getAttrValue(ATTR_NAME.EXP_TIME)
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end
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function BattleTeamEntity:getFirstHand()
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return self:getAttrValue(ATTR_NAME.FIRST_HAND)
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end
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function BattleTeamEntity:getDeathSummon()
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return self:getAttrValue(ATTR_NAME.DEATH_SUMMON)
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end
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function BattleTeamEntity:addMaxHp(num)
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local hpBefore = self:getHp()
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local currPercent = hpBefore * DEFAULT_FACTOR // self:getMaxHp()
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self:setAttrValue(ATTR_NAME.MAX_HP, self:getMaxHp() + (self:getBaseAttrValue(ATTR_NAME.MAX_HP) or 0) * num // DEFAULT_FACTOR)
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self:setAttrValue(ATTR_NAME.HP, currPercent * self:getMaxHp() // DEFAULT_FACTOR)
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if self:getHp() <= 0 and hpBefore > 0 then
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self:setAttrValue(ATTR_NAME.HP, 1)
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end
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end
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function BattleTeamEntity:addLimit(name, buffEffect)
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if name == BUFF_NAME.STUN then
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self.stunCount = self.stunCount + 1
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elseif name == BUFF_NAME.LETHARGY then
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if buffEffect.result then
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return
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end
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self.lethargyCount = self.lethargyCount + 1
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elseif name == BUFF_NAME.FROZEN then
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if buffEffect.result then
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return
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end
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self.frozenCount = self.frozenCount + 1
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end
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self.limitAll = self.limitAll + 1
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end
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function BattleTeamEntity:removeLimit(name)
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if name == BUFF_NAME.STUN then
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self.stunCount = self.stunCount - 1
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elseif name == BUFF_NAME.LETHARGY then
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self.lethargyCount = self.lethargyCount - 1
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elseif name == BUFF_NAME.FROZEN then
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self.frozenCount = self.frozenCount - 1
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end
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self.limitAll = self.limitAll - 1
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end
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function BattleTeamEntity:getIsLimit()
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return self.limitAll > 0
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end
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function BattleTeamEntity:getActiveSkillLimit()
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return self.activeSkillLimit > 0
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end
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function BattleTeamEntity:addActiveSkillLimit(name)
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self.activeSkillLimit = self.activeSkillLimit + 1
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end
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function BattleTeamEntity:removeActiveSkillLimit(name)
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self.activeSkillLimit = self.activeSkillLimit - 1
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end
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function BattleTeamEntity:getIsStun()
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return self.stunCount > 0
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end
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function BattleTeamEntity:getIsLethargy()
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return self.lethargyCount > 0
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end
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function BattleTeamEntity:getIsFrozen()
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return self.frozenCount > 0
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end
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function BattleTeamEntity:addShield(num)
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self.shieldHp = self.shieldHp + num
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end
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function BattleTeamEntity:getShieldHp()
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return self.shieldHp
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end
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function BattleTeamEntity:getShieldRebound()
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return self:getAttrValue(ATTR_NAME.SHIELD_REBOUND)
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end
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function BattleTeamEntity:getBlock()
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return self:getAttrValue(ATTR_NAME.BLOCK)
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end
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function BattleTeamEntity:getCounterAttack()
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return self:getAttrValue(ATTR_NAME.COUNTER_ATTACK)
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end
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function BattleTeamEntity:getSkillHurtP(matchType)
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local skillHurtPName = GConst.MATCH_SKILL_HURTP_NAME[matchType]
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return self:getAttrValue(ATTR_NAME.SKILL_HURTP) + self:getAttrValue(skillHurtPName) + self:getAttrValue(ATTR_NAME.SKILL_HURTP)
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end
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function BattleTeamEntity:getSkillHurtFixed(matchType)
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local skillHurtName = GConst.MATCH_SKILL_HURT_NAME[matchType]
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return self:getAttrValue(skillHurtName) + self:getAttrValue(BattleConst.ATTR_NAME.ATTR_SKILL_HURT)
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end
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function BattleTeamEntity:getNormalSkillHurtP(matchType)
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local skillHurtName = GConst.MATCH_NORMAL_HURTP_NAME[matchType]
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return self:getAttrValue(skillHurtName)
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end
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function BattleTeamEntity:getNormalSkillHurtFixed(matchType)
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local skillHurtName = GConst.MATCH_NORMAL_HURT_NAME[matchType]
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return self:getAttrValue(skillHurtName) + self:getAttrValue(BattleConst.ATTR_NAME.ATTR_NORMAL_HURT)
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end
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function BattleTeamEntity:getAllHurtP(matchType)
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local allHurtPName = GConst.MATCH_ALL_HURTP_NAME[matchType]
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return self:getAttrValue(allHurtPName)
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end
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function BattleTeamEntity:getCanRebirth()
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return self:getAttrValue(ATTR_NAME.REBIRTH) > 0
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end
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function BattleTeamEntity:onRealDead()
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self:clearRecordData()
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end
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function BattleTeamEntity:onRevive(maxHp)
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self.isDead = false
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self:setAttrValue(ATTR_NAME.HP, maxHp)
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end
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function BattleTeamEntity:takeDamageOrCure(num, unitComp)
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if self.isDead then
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return 0
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end
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if num < 0 then -- 是伤害的话处理一下护盾
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num = self:handleShield(num)
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if num >= 0 then -- 这次伤害被抵消了
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return 0, true
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end
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end
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local hpBefore = self:getHp()
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self:setAttrValue(ATTR_NAME.HP, self:getHp() + num)
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local hurtEventNum = 0
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if self:getUndeadHp() > 0 and self:getHp() <= 0 then
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self:setAttrValue(ATTR_NAME.HP, self:getUndeadHp())
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num = self:getUndeadHp() - hpBefore
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end
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local hp = self:getHp()
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local maxhp = self:getMaxHp()
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if hp <= 0 then -- 死了
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hurtEventNum = -hpBefore
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self:setAttrValue(ATTR_NAME.HP, 0)
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unitComp:checkPassiveEvent(PASSIVE_EVENT.HP_LOWER_THAN, self, 0)
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self:die()
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elseif hp < maxhp then
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hurtEventNum = num
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else -- 满血了
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-- 这是加血
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hurtEventNum = maxhp - hpBefore
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self:setAttrValue(ATTR_NAME.HP, maxhp)
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end
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return hurtEventNum
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end
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function BattleTeamEntity:handleShield(damageNum)
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local invincibleShieldCount = self:getAttrValue(ATTR_NAME.INVINCIBLE_SHIELD)
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if invincibleShieldCount > 0 then
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self:setAttrValue(ATTR_NAME.INVINCIBLE_SHIELD, invincibleShieldCount - 1)
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return 0
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end
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self.shieldHp = self.shieldHp + damageNum
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if self.shieldHp >= 0 then
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return 0
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else
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damageNum = self.shieldHp
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self.shieldHp = 0
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return damageNum
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end
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end
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function BattleTeamEntity:getCounterAttackCount()
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return self.counterAttackCount or 0
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end
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function BattleTeamEntity:addCounterAttackCount(count)
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count = count or 1
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self.counterAttackCount = self.counterAttackCount + count
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end
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function BattleTeamEntity:clearCounterAttackCount()
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self.counterAttackCount = 0
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end
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function BattleTeamEntity:getRecordData(name)
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if self.recordData == nil then
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self.recordData = {}
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end
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return self.recordData[name]
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end
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function BattleTeamEntity:setRecordData(name, value)
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if self.recordData == nil then
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self.recordData = {}
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end
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self.recordData[name] = value
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end
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function BattleTeamEntity:clearRecordData()
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if self:getCanRebirth() then --有复活不清除
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return
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end
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if self.recordData then
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for k, v in pairs(self.recordData) do
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self.recordData[k] = nil
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end
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end
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end
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function BattleTeamEntity:die()
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if self.isDead then
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return
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end
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self.isDead = true
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-- self:clearRecordData()
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end
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function BattleTeamEntity:setIsRebirth()
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self.isRebirth = true
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end
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function BattleTeamEntity:getIsRebirth()
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return self.isRebirth
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end
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function BattleUnitEntity:tagDeadStatus()
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self.deadStatusTag = true
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end
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function BattleUnitEntity:getTagDeadStatus()
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return self.deadStatusTag
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end
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function BattleTeamEntity:rebirth()
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self.isRebirth = false
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self.isDead = false
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self.deadStatusTag = false
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end
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function BattleTeamEntity:getIsDead()
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if self:getIsRebirth() then
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return false
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end
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return self.isDead
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end
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--@region 自带rouge
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function BattleTeamEntity:initRougeSkills()
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for k,v in pairs(self.members) do
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v:initRougeSkills()
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end
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end
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--@endregion
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|
|
|
return BattleTeamEntity |