c1_lua/lua/app/userdata/battle/team/battle_team_entity.lua
2023-09-11 20:01:55 +08:00

498 lines
13 KiB
Lua

local BattleConst = require "app/module/battle/battle_const"
local BattleUnitEntity = require "app/userdata/battle/team/battle_unit_entity"
local BattleTeamEntity = class("BattleTeamEntity", BaseData)
local MATCH_ATTACK_NAME = GConst.MATCH_ATTACK_NAME
local MATCH_DMG_ADDITION_NAME = BattleConst.MATCH_DMG_ADDITION_NAME
local MATCH_DEC_DMG_NAME = BattleConst.MATCH_DEC_DMG_NAME
local MATCH_DMG_DEC_NAME = BattleConst.MATCH_DMG_DEC_NAME
local MATCH_WEAKNESS_NAME = BattleConst.MATCH_WEAKNESS_NAME
local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR
local BUFF_NAME = BattleConst.BUFF_NAME
local ATTR_NAME = BattleConst.ATTR_NAME
local PASSIVE_EVENT = BattleConst.PASSIVE_EVENT
function BattleTeamEntity:ctor()
self.members = {}
self.membersCount = 0
self.counterAttackCount = 0 -- 反击次数
end
function BattleTeamEntity:init(side, data)
self.side = side
if self.baseAttr then
for k, v in pairs(self.baseAttr) do
self:setBaseAttrValue(k, 0)
end
else
self.baseAttr = {}
end
if self.attr then
for k, v in pairs(self.attr) do
self:setAttrValue(k, 0)
end
else
self.attr = {}
end
self.deadStatusTag = false
self.isDead = false
self.isRebirth = false
self.stunCount = 0
self.lethargyCount = 0
self.frozenCount = 0
self.limitAll = 0
self.activeSkillLimit = 0
self.shieldHp = 0
self.undeadHp = 0
if data then
table.sort(data.units, function(a, b)
if a.level == b.level then
if a.qlt == b.qlt then
return a.id < b.id
else
return a.qlt > b.qlt
end
else
return a.level > b.level
end
end)
self.mainHero = nil
for i, unitData in ipairs(data.units) do
local unit = BattleUnitEntity:create()
unit:init(unitData, side, self)
self:addBaseAttr(unitData.attr)
self.members[unitData.matchType] = unit
self.membersCount = self.membersCount + 1
if self.mainHero == nil then
unit:setIsMainUnit(true)
self.mainHero = unit
end
end
end
end
function BattleTeamEntity:addUnit(unitData)
local unit = BattleUnitEntity:create()
unit:init(unitData, self.side, self)
self:addBaseAttr(unitData.attr)
self.members[unitData.matchType] = unit
self.membersCount = self.membersCount + 1
if self.mainHero == nil then
unit:setIsMainUnit(true)
self.mainHero = unit
end
return unit
end
function BattleTeamEntity:getBaseAttrValue(name)
if not self.baseAttr[name] then
return
end
return GFunc.decryptNumber(self.baseAttr[name])
end
function BattleTeamEntity:setBaseAttrValue(name, value)
value = value or 0
self.baseAttr[name] = GFunc.encryptNumber(value)
end
function BattleTeamEntity:addBaseAttr(unitAttr)
for k, v in pairs(unitAttr) do
self:setBaseAttrValue(k, (self:getBaseAttrValue(k) or 0) + v)
self:setAttrValue(k, (self:getAttrValue(k) or 0) + v)
end
end
function BattleTeamEntity:getAttrValue(name, noDefault)
if not self.attr[name] then
if noDefault then
return
else
return 0
end
end
return GFunc.decryptNumber(self.attr[name])
end
function BattleTeamEntity:setAttrValue(name, value)
value = value or 0
self.attr[name] = GFunc.encryptNumber(value)
end
function BattleTeamEntity:addAttr(name, num, isPercent)
local addNum = 0
if isPercent then
if self:getAttrValue(name, true) then
-- 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
-- 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
local attrValue = self:getAttrValue(name)
if num < 0 then
if self:getBaseAttrValue(name) then
addNum = self:getBaseAttrValue(name) * -num // DEFAULT_FACTOR
self:setAttrValue(name, attrValue - addNum)
else
addNum = attrValue * -num // DEFAULT_FACTOR
self:setAttrValue(name, attrValue - addNum)
end
addNum = -addNum
else
if self:getBaseAttrValue(name) then
addNum = self:getBaseAttrValue(name) * num // DEFAULT_FACTOR
self:setAttrValue(name, attrValue + addNum)
else
addNum = attrValue * num // DEFAULT_FACTOR
self:setAttrValue(name, attrValue + addNum)
end
end
end
else
addNum = num
local currNum = self:getAttrValue(name)
self:setAttrValue(name, currNum + num)
end
return addNum
end
function BattleTeamEntity:getAllMembers()
return self.members
end
function BattleTeamEntity:getMembersCount()
return self.membersCount
end
function BattleTeamEntity:getHp()
return self:getAttrValue(ATTR_NAME.HP)
end
function BattleTeamEntity:getMaxHp()
return self:getAttrValue(ATTR_NAME.MAX_HP)
end
function BattleTeamEntity:getHpPercent(hp)
local maxHp = self:getMaxHp()
hp = hp or self:getHp()
return hp / maxHp
end
function BattleTeamEntity:getAtk(matchType)
return self:getAttrValue(MATCH_ATTACK_NAME[matchType])
end
function BattleTeamEntity:getDmgAddition(matchType)
return self:getAttrValue(ATTR_NAME.DMG_ADDITION_ALL) + self:getAttrValue(MATCH_DMG_ADDITION_NAME[matchType])
end
function BattleTeamEntity:getDmgDec(matchType)
return self:getAttrValue(ATTR_NAME.DMG_DEC_ALL) + self:getAttrValue(MATCH_DMG_DEC_NAME[matchType])
end
function BattleTeamEntity:getDecDmg(matchType)
return self:getAttrValue(ATTR_NAME.DEC_DMG_ALL) + self:getAttrValue(MATCH_DEC_DMG_NAME[matchType])
end
function BattleTeamEntity:getWeakness(matchType)
return self:getAttrValue(ATTR_NAME.WEAKNESS_ALL) + self:getAttrValue(MATCH_WEAKNESS_NAME[matchType])
end
function BattleTeamEntity:getCrittime(matchType)
local matchCritTime = self:getAttrValue(GConst.MATCH_CRIT_TIME_NAME[matchType])
return self:getAttrValue(ATTR_NAME.CRIT_TIME) + matchCritTime
end
function BattleTeamEntity:getCrit(matchType)
local matchCrit = self:getAttrValue(GConst.MATCH_CRIT_NAME[matchType])
return self:getAttrValue(ATTR_NAME.CRIT) + matchCrit
end
function BattleTeamEntity:getCureAddition(matchType)
local matchAddtion = self:getAttrValue(GConst.MATCH_CURED_NAME[matchType])
return self:getAttrValue(ATTR_NAME.CURE_ADDITION) + matchAddtion
end
function BattleTeamEntity:getCureDec()
return self:getAttrValue(ATTR_NAME.CURE_DEC)
end
function BattleTeamEntity:getBeDmgToHeal()
return self:getAttrValue(ATTR_NAME.BE_DMG_TO_HEAL)
end
function BattleTeamEntity:getBeSucked()
return self:getAttrValue(ATTR_NAME.BE_SUCKED)
end
function BattleTeamEntity:getUndeadHp()
return self.undeadHp
end
function BattleTeamEntity:setUndeadHp(hp)
self.undeadHp = hp
end
function BattleTeamEntity:getNormalAttackAddCount()
return self:getAttrValue(ATTR_NAME.NORMAL_ATTACK_COUNT)
end
function BattleTeamEntity:getThorns()
return self:getAttrValue(ATTR_NAME.THORNS)
end
function BattleTeamEntity:getExpTime()
return self:getAttrValue(ATTR_NAME.EXP_TIME)
end
function BattleTeamEntity:getFirstHand()
return self:getAttrValue(ATTR_NAME.FIRST_HAND)
end
function BattleTeamEntity:getDeathSummon()
return self:getAttrValue(ATTR_NAME.DEATH_SUMMON)
end
function BattleTeamEntity:addMaxHp(num)
local hpBefore = self:getHp()
local currPercent = hpBefore * DEFAULT_FACTOR // self:getMaxHp()
self:setAttrValue(ATTR_NAME.MAX_HP, self:getMaxHp() + (self:getBaseAttrValue(ATTR_NAME.MAX_HP) or 0) * num // DEFAULT_FACTOR)
self:setAttrValue(ATTR_NAME.HP, currPercent * self:getMaxHp() // DEFAULT_FACTOR)
if self:getHp() <= 0 and hpBefore > 0 then
self:setAttrValue(ATTR_NAME.HP, 1)
end
end
function BattleTeamEntity:addLimit(name, buffEffect)
if name == BUFF_NAME.STUN then
self.stunCount = self.stunCount + 1
elseif name == BUFF_NAME.LETHARGY then
if buffEffect.result then
return
end
self.lethargyCount = self.lethargyCount + 1
elseif name == BUFF_NAME.FROZEN then
if buffEffect.result then
return
end
self.frozenCount = self.frozenCount + 1
end
self.limitAll = self.limitAll + 1
end
function BattleTeamEntity:removeLimit(name)
if name == BUFF_NAME.STUN then
self.stunCount = self.stunCount - 1
elseif name == BUFF_NAME.LETHARGY then
self.lethargyCount = self.lethargyCount - 1
elseif name == BUFF_NAME.FROZEN then
self.frozenCount = self.frozenCount - 1
end
self.limitAll = self.limitAll - 1
end
function BattleTeamEntity:getIsLimit()
return self.limitAll > 0
end
function BattleTeamEntity:getActiveSkillLimit()
return self.activeSkillLimit > 0
end
function BattleTeamEntity:addActiveSkillLimit(name)
self.activeSkillLimit = self.activeSkillLimit + 1
end
function BattleTeamEntity:removeActiveSkillLimit(name)
self.activeSkillLimit = self.activeSkillLimit - 1
end
function BattleTeamEntity:getIsStun()
return self.stunCount > 0
end
function BattleTeamEntity:getIsLethargy()
return self.lethargyCount > 0
end
function BattleTeamEntity:getIsFrozen()
return self.frozenCount > 0
end
function BattleTeamEntity:addShield(num)
self.shieldHp = self.shieldHp + num
end
function BattleTeamEntity:getShieldHp()
return self.shieldHp
end
function BattleTeamEntity:getShieldRebound()
return self:getAttrValue(ATTR_NAME.SHIELD_REBOUND)
end
function BattleTeamEntity:getBlock()
return self:getAttrValue(ATTR_NAME.BLOCK)
end
function BattleTeamEntity:getCounterAttack()
return self:getAttrValue(ATTR_NAME.COUNTER_ATTACK)
end
function BattleTeamEntity:getSkillHurtP(matchType)
local skillHurtPName = GConst.MATCH_SKILL_HURTP_NAME[matchType]
return self:getAttrValue(ATTR_NAME.SKILL_HURTP) + self:getAttrValue(skillHurtPName)
end
function BattleTeamEntity:getSkillHurtFixed(matchType)
local skillHurtName = GConst.MATCH_SKILL_HURT_NAME[matchType]
return self:getAttrValue(skillHurtName)
end
function BattleTeamEntity:getNormalSkillHurtP(matchType)
local skillHurtName = GConst.MATCH_NORMAL_HURTP_NAME[matchType]
return self:getAttrValue(skillHurtName)
end
function BattleTeamEntity:getNormalSkillHurtFixed(matchType)
local skillHurtName = GConst.MATCH_NORMAL_HURT_NAME[matchType]
return self:getAttrValue(skillHurtName)
end
function BattleTeamEntity:getAllHurtP(matchType)
local allHurtPName = GConst.MATCH_ALL_HURTP_NAME[matchType]
return self:getAttrValue(allHurtPName)
end
function BattleTeamEntity:getCanRebirth()
return self:getAttrValue(ATTR_NAME.REBIRTH) > 0
end
function BattleTeamEntity:takeDamageOrCure(num, unitComp)
if self.isDead then
return 0
end
if num < 0 then -- 是伤害的话处理一下护盾
num = self:handleShield(num)
if num >= 0 then -- 这次伤害被抵消了
return 0, true
end
end
local hpBefore = self:getHp()
self:setAttrValue(ATTR_NAME.HP, self:getHp() + num)
local hurtEventNum = 0
if self:getUndeadHp() > 0 and self:getHp() <= 0 then
self:setAttrValue(ATTR_NAME.HP, self:getUndeadHp())
num = self:getUndeadHp() - hpBefore
end
local hp = self:getHp()
local maxhp = self:getMaxHp()
if hp <= 0 then -- 死了
hurtEventNum = -hpBefore
self:setAttrValue(ATTR_NAME.HP, 0)
unitComp:checkPassiveEvent(PASSIVE_EVENT.HP_LOWER_THAN, self, 0)
self:die()
elseif hp < maxhp then
hurtEventNum = num
else -- 满血了
-- 这是加血
hurtEventNum = maxhp - hpBefore
self:setAttrValue(ATTR_NAME.HP, maxhp)
end
return hurtEventNum
end
function BattleTeamEntity:handleShield(damageNum)
local invincibleShieldCount = self:getAttrValue(ATTR_NAME.INVINCIBLE_SHIELD)
if invincibleShieldCount > 0 then
self:setAttrValue(ATTR_NAME.INVINCIBLE_SHIELD, invincibleShieldCount - 1)
return 0
end
self.shieldHp = self.shieldHp + damageNum
if self.shieldHp >= 0 then
return 0
else
damageNum = self.shieldHp
self.shieldHp = 0
return damageNum
end
end
function BattleTeamEntity:getCounterAttackCount()
return self.counterAttackCount or 0
end
function BattleTeamEntity:addCounterAttackCount(count)
count = count or 1
self.counterAttackCount = self.counterAttackCount + count
end
function BattleTeamEntity:clearCounterAttackCount()
self.counterAttackCount = 0
end
function BattleTeamEntity:getRecordData(name)
if self.recordData == nil then
self.recordData = {}
end
return self.recordData[name]
end
function BattleTeamEntity:setRecordData(name, value)
if self.recordData == nil then
self.recordData = {}
end
self.recordData[name] = value
end
function BattleTeamEntity:clearRecordData()
if self:getCanRebirth() then --有复活不清除
return
end
if self.recordData then
for k, v in pairs(self.recordData) do
self.recordData[k] = nil
end
end
end
function BattleTeamEntity:die()
if self.isDead then
return
end
self.isDead = true
self:clearRecordData()
end
function BattleTeamEntity:setIsRebirth()
self.isRebirth = true
end
function BattleTeamEntity:getIsRebirth()
return self.isRebirth
end
function BattleUnitEntity:tagDeadStatus()
self.deadStatusTag = true
end
function BattleUnitEntity:getTagDeadStatus()
return self.deadStatusTag
end
function BattleTeamEntity:rebirth()
self.isRebirth = false
self.isDead = false
self.deadStatusTag = false
end
function BattleTeamEntity:getIsDead()
if self:getIsRebirth() then
return false
end
return self.isDead
end
return BattleTeamEntity