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- local effect = require("Modules/Battle/Logic/Base/Effect")
- local floor = math.floor
- local max = math.max
- local min = math.min
- --local BattleConst = BattleConst
- --local RoleDataName = RoleDataName
- --local BattleEventName = BattleEventName
- -- local CombatControl = ConfigManager.GetConfig(ConfigName.CombatControl)
- local effectPool = BattleObjectPool.New(function ()
- return { type = 0, args = {}} -- type, {args, ...}
- end)
- local effectGroupPool = BattleObjectPool.New(function ()
- return { chooseId = 0, effects = {}} -- chooseId, {effect1, effect2, ...}
- end)
- Skill = {}
- function Skill:New()
- local o = {cd=0,effectList = BattleList.New(),owner=0,sp=0,spPass=0,isTeamSkill=false,teamSkillType=0 }
- setmetatable(o, self)
- self.__index = self
- return o
- end
- function Skill:Init(role, effectData, type, targets, isAdd, skillSubType) --type 0 异妖 1 点技 2 滑技
- local isTeamSkill = type == 0
- self.type = type
- --skill = {技能ID, 命中时间, 持续时间, 伤害次数, {目标id1, 效果1, 效果2, ...},{目标id2, 效果3, 效果4, ...}, ...}
- --效果 = {效果类型id, 效果参数1, 效果参数2, ...}
- self.effectList:Clear()
- self.owner = role
- self.isTeamSkill = isTeamSkill
- self.teamSkillType = isTeamSkill and floor(effectData[1] / 100) or 0
- self.id = tonumber(effectData[1]) -- 技能ID
- self.hitTime = effectData[2] -- 效果命中需要的时间
- self.continueTime = effectData[3] -- 命中后伤害持续时间
- self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
- -- self.ReturnTime = CombatControl[self.id].ReturnTime
- self.ReturnTime = effectData[5] --< 技能总时长
- self.CastBullet = effectData[6] --< 技能释放时间点 起点为动作开始
- self.repeatAttackTimes = effectData[7] --< 技能伤害次数
- --> ext参数
- self.ext_slot = effectData[8].slot --< 技能槽位
- self.isCannon = effectData[8].isCannon --< 技能表现是否为开炮类型
- self.targets = targets or {}
- self.isAdd = isAdd
- -- self.isRage = isRage
- if skillSubType then
- self.skillSubType = skillSubType
- else
- self.skillSubType = SkillSubType.Normal
- end
- self.totalDmg = {}
- for i=9, #effectData do
- local v = effectData[i]
- local effectGroup = effectGroupPool:Get() -- chooseId, {effect1, effect2, ...}
- effectGroup.chooseId = v[1] -- chooseId
- for j=2, #v do -- effectList
- local effect = effectPool:Get() -- type, {args, ...}
- effect.type = v[j][1]
- for k=2, #v[j] do
- effect.args[k-1] = v[j][k]
- end
- effectGroup.effects[j-1] = effect
- end
- self.effectList:Add(effectGroup)
- end
- --> skillArray={{50201,0.3,{0},1,1200,0,1,{cd=0,isCannon=1,release=1,slot=0},{400000,{1,1,2}}}
- end
- function Skill:Dispose()
- while self.effectList.size > 0 do
- local effectGroup = self.effectList.buffer[self.effectList.size]
- for k=1, #effectGroup.effects do
- local effect = effectGroup.effects[k]
- for j=1, #effect.args do
- effect.args[j] = nil
- end
- effectPool:Put(effect)
- effectGroup.effects[k] = nil
- end
- effectGroupPool:Put(effectGroup)
- self.effectList:Remove(self.effectList.size)
- end
- end
- local function DoEffect(tarIdx, caster, target, eff, duration, skill)
- local e = {type = 0, args = {}}
- e.type = eff.type
- for i=1, #eff.args do
- e.args[i] = eff.args[i]
- end
- -- 检测被动技能对技能参数的影响
- local function _PassiveCheck(pe)
- if pe then
- e = pe
- end
- end
- caster.Event:DispatchEvent(BattleEventName.SkillEffectBefore, skill, e, _PassiveCheck, tarIdx)
- target.Event:DispatchEvent(BattleEventName.BeSkillEffectBefore, skill, e, _PassiveCheck, tarIdx)
- --
-
-
-
- if effect[e.type] then
- effect[e.type](tarIdx, caster, target, e.args, duration, skill)
-
- local arg=""
- for i,ar in pairs(e.args) do
- arg = arg.." "..i..": "..ar
- end
- -- BattleLogManager.Log(
- -- "Take Effect idx:"..tarIdx.." "..arg.." du:"..duration,
- -- "tcamp", target.camp,
- -- "tpos", target.position,
- -- "type", e.type
- -- )
- end
- end
- function Skill:takeEffect(tarIdx, caster, target, effects, effectIndex, duration, skill)
- for k=1, #effects do
- -- 如果不是第一个效果对列的第一个效果则判断是否命中
- if k ~= 1 and effectIndex == 1 then
- if self:CheckTargetIsHit(target) or self:CheckEffectExecute(effects[k].type) then
- DoEffect(tarIdx, caster, target, effects[k], duration + (k-1)*BattleLogic.GameDeltaTime, skill)
- end
- else
- if self:CheckTargetIsHit(target) or self:CheckEffectExecute(effects[k].type) then
- DoEffect(tarIdx, caster, target, effects[k], duration, skill)
- end
- end
- end
- end
- --检测技能效果的执行(和策划规定 技能闪避后 只有伤害类型的效果才飘闪避,其他附加效果不执行)
- function Skill:CheckEffectExecute(effectId)
- --219 269 250 285 1 10 244
- local isHitEffect = effectId == 219
- or effectId == 269
- or effectId == 250
- or effectId == 285
- or effectId == 1
- or effectId == 10
- or effectId == 244
- return isHitEffect
-
- end
- --和策划约定阵上只有一个英雄时释放技能的对象为己方所有人而攻击目标是除自己外的逻辑互斥
- function Skill:CheckSkillChooseId(chooseId, targets, role)
- local chooseType = floor(chooseId / 100000) % 10
- local chooseLimit = floor(chooseId / 10000) % 10
- if chooseType == 1 and chooseLimit == 8 and #targets == 1 then
- if targets[1].roleId == role.roleId then
- return false
- end
- end
- return true
- end
- -- 释放技能
- -- func 技能释放完成回调
- function Skill:Cast(func)
- -- if self.isCannon ~= 0 then
- -- self:CastOneByOne(func)
- -- return
- -- end
- local chooseId = self.effectList.buffer[1].chooseId
- if chooseId then
- local sort = floor(chooseId / 10) % 10
- if sort == 3 then
- self:CastOneByOne(func)
- return
- end
- end
- self.castDoneFunc = func
- --
- -- BattleLogManager.Log(
- -- "Cast Skill",
- -- "camp", self.owner.camp,
- -- "pos", self.owner.position,
- -- "type", self.type,
- -- -- "isRage", tostring(self.isRage),
- -- "isAdd", tostring(self.isAdd)
- -- )
-
-
- local repeatTimes = self.repeatAttackTimes or 1 --< 多段
- repeatTimes = math.max(1, repeatTimes) --< repeatTimes need > 1
- --> 单次攻击 可能多个目标
- local function AttackOnce()
- self.effectTargets = {}
- self.targetIsHit = {}
-
-
- -- 先计算出技能的目标
- for i=1, self.effectList.size do
- -- 是否重新选择目标
- local isReTarget = true
- if self.targets and self.targets[i] then
- self.effectTargets[i] = self.targets[i]
- -- 判断是否有有效目标
- for _, role in ipairs(self.effectTargets[i]) do
-
-
- if role and role.IsRealDead then
- if not role:IsRealDead() then
- isReTarget = false
- end
- end
- end
- --> 传参形式目标固定 直接下一轮技能 主针对怒气 todo
- if isReTarget then
- self:EndSkill()
- return
- end
- end
- -- 重新选择目标a
- if isReTarget then
- local effectGroup = self.effectList.buffer[i]
- local chooseId = effectGroup.chooseId
- self.effectTargets[i] = {}
- self.effectTargets[i] = BattleUtil.ChooseTarget(self.owner, chooseId)
- -- 检测被动对攻击目标的影响
-
- if i == 1 then
- local function _PassiveTarget(targets)
-
-
- self.effectTargets[i] = targets
- end
- self.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget, self)
- end
- end
- end
-
- -- 对目标造成相应的效果
- for i=1, self.effectList.size do
- local effectGroup = self.effectList.buffer[i]
- local chooseId = effectGroup.chooseId
- local arr = self.effectTargets[i]
-
-
-
- if arr and #arr > 0 and self:CheckSkillChooseId(chooseId, arr, self.owner) then
-
-
-
- -- for _, role in pairs(arr) do
-
- -- end
-
- -- 效果延迟1帧生效
- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
- local effects = effectGroup.effects
- -- local weight = floor(chooseId % 10000 / 100)
- local count = #arr--min(chooseId % 10, #arr)
- if count == 0 then
- count = #arr
- end
-
-
- -- 全部同时生效
- for j=1, count do
- local funcHit = function()
- --if arr[j] and not arr[j]:IsRealDead() then
- if arr[j] then
- -- 检测是否命中
- if i == 1 then
- self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.owner, arr[j])
- if j == 1 then--< 技能第一效果到位时触发 在效果前触发
- BattleLogic.WaitForTrigger(self.hitTime, function ()
- self.owner.Event:DispatchEvent(BattleEventName.SkillFirstEffectTrigger, self)
- end)
- end
- if j == count then
- BattleLogic.WaitForTrigger(self.hitTime, function ()
- self.owner.Event:DispatchEvent(BattleEventName.SkillLastEffectTrigger, self)
- end)
- end
- else
- self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.owner, arr[j])
- end
-
-
- if i ~= 1 then
- self:takeEffect(j, self.owner, arr[j], effects, i, 0, self, chooseId)
- else
- self:takeEffect(j, self.owner, arr[j], effects, i, self.hitTime, self, chooseId)
- end
-
- end
- end
- --> 第一作用效果 有延时 第二效果后全部技能开始时触发
- if i == 1 then
- --> 不开炮类型
- if self.isCannon == 0 then
- funcHit()
- else
- BattleLogic.WaitForTrigger(self.ReturnTime / 1000 * (j - 1), function()
- funcHit()
- end)
- end
- else
- funcHit()
- end
-
- end
- -- self.totalDmg = {}
- -- local function floatTotalDmg(idx)
- -- if not self.totalDmg[idx] then
- -- return
- -- end
- -- local totalnum = 0
- -- for i = 1, #self.totalDmg do
- -- totalnum = totalnum + self.totalDmg[i]
- -- end
- -- BattleLogic.Event:DispatchEvent(BattleEventName.FloatTotal, totalnum)
- -- end
- -- BattleLogic.WaitForTrigger(self.hitTime, function ()
- -- if self.totalDmg then
- -- if self.attackCount ~= 1 then
- -- for i = 1, #self.continueTime do
- -- local time = 0
- -- for j = 1, i do
- -- time = time + self.continueTime[j] / 1000
- -- end
- -- BattleLogic.WaitForTrigger(time, function()
- -- floatTotalDmg(i + 1)
- -- end)
- -- end
- -- floatTotalDmg(1)
- -- else
- -- floatTotalDmg(1)
- -- end
- -- end
-
- -- end)
- end)
- end
- end
- -- if self.isTeamSkill then
- -- self.owner.curSkill = self
- -- end
-
- -- 释放技能开始
- -- self.owner.Event:DispatchEvent(BattleEventName.SkillCast, self)
- -- BattleLogic.Event:DispatchEvent(BattleEventName.SkillCast, self)
- self.owner.Event:DispatchEvent(BattleEventName.SkillCast, self)
- BattleLogic.Event:DispatchEvent(BattleEventName.SkillCast, self)
-
- local targetNum = #self.effectTargets[1]
- if not self.owner.ctrl_chaos or self.owner.ctrl_chaos_beatBack then --< 混乱状态不表现(除了混乱状态中的反击)
- self.owner.ctrl_chaos_beatBack = false
- if self.isCannon == 0 then
- self.owner.Event:DispatchEvent(BattleEventName.SkillFireAll, self)
- else
-
- for i = 1, targetNum do
- BattleLogic.WaitForTrigger(self.ReturnTime / 1000 * (i - 1), function()
- self.owner.Event:DispatchEvent(BattleEventName.SkillFireOnce, self, i)
- end)
- end
- end
- end
-
-
-
- -- 只对效果1的目标发送事件,效果1是技能的直接伤害目标
- -- for _, tr in ipairs(self.effectTargets[1]) do
- -- tr.Event:DispatchEvent(BattleEventName.BeSkillCast, self)
- -- end
- local EndSkillProcess = function()
- self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
- BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
- -- 只对效果1的目标发送事件,效果1是技能的直接伤害目标
- for _, tr in ipairs(self.effectTargets[1]) do
- tr.Event:DispatchEvent(BattleEventName.BeSkillCastEnd, self)
- end
- -- 技能结束
- self:EndSkill()
- end
- if self.isCannon == 0 then
- BattleLogic.WaitForTrigger(self.ReturnTime / 1000, function()
- EndSkillProcess()
- end)
- else
- BattleLogic.WaitForTrigger(self.ReturnTime / 1000 * targetNum, function()
- repeatTimes = repeatTimes - 1
- if repeatTimes == 0 then
- EndSkillProcess()
- else
- AttackOnce()
- end
- end)
- end
-
-
- end
- self.owner.Event:DispatchEvent(BattleEventName.SkillSelectBefore, self)
- AttackOnce()
- end
- -- func 技能释放完成回调
- function Skill:CastUnit(func)
- self.castDoneFunc = func
- local function SkillPlay()
- self.effectTargets = {}
- self.targetIsHit = {}
- -- 先计算出技能的目标
- for i=1, self.effectList.size do
- -- 是否重新选择目标
- local isReTarget = true
- if self.targets and self.targets[i] then
- self.effectTargets[i] = self.targets[i]
- -- 判断是否有有效目标
- for _, role in ipairs(self.effectTargets[i]) do
- if role and role.IsRealDead then
- if not role:IsRealDead() then
- isReTarget = false
- end
- end
- end
- --> 传参形式目标固定 直接下一轮技能 主针对怒气 todo
- if isReTarget then
- self:EndSkill()
- return
- end
- end
- -- 重新选择目标a
- if isReTarget then
- local effectGroup = self.effectList.buffer[i]
- local chooseId = effectGroup.chooseId
- self.effectTargets[i] = {}
- self.effectTargets[i] = BattleUtil.ChooseTarget(self.owner, chooseId)
- -- 检测被动对攻击目标的影响
- if i == 1 then
- local function _PassiveTarget(targets)
- self.effectTargets[i] = targets
- end
- self.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget, self)
- end
- end
- end
-
- -- 对目标造成相应的效果
- for i=1, self.effectList.size do
- local effectGroup = self.effectList.buffer[i]
- local chooseId = effectGroup.chooseId
- local arr = self.effectTargets[i]
- if arr and #arr > 0 then
-
- -- 效果延迟1帧生效
- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
- local effects = effectGroup.effects
- -- local weight = floor(chooseId % 10000 / 100)
- local count = min(chooseId % 10, #arr)
- if count == 0 then
- count = #arr
- end
- -- 全部同时生效
- for j=1, count do
- if arr[j] and not arr[j]:IsRealDead() then
- -- 检测是否命中
- if i == 1 then
- self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.owner, arr[j])
- if j == 1 then--< 技能第一效果到位时触发 在效果前触发
- BattleLogic.WaitForTrigger(self.hitTime, function ()
- self.owner.Event:DispatchEvent(BattleEventName.SkillFirstEffectTrigger, self)
- end)
- end
- if j == count then
- BattleLogic.WaitForTrigger(self.hitTime, function ()
- self.owner.Event:DispatchEvent(BattleEventName.SkillLastEffectTrigger, self)
- end)
- end
- end
- if i ~= 1 then
- self:takeEffect(j, self.owner, arr[j], effects, i, 0, self)
- else
- self:takeEffect(j, self.owner, arr[j], effects, i, self.hitTime, self)
- end
- end
- end
- end)
- end
- end
- self.owner.Event:DispatchEvent(BattleEventName.SkillCast, self)
- BattleLogic.Event:DispatchEvent(BattleEventName.SkillCast, self)
-
-
- local EndSkillProcess = function()
- self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
- BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
- -- 只对效果1的目标发送事件,效果1是技能的直接伤害目标
- for _, tr in ipairs(self.effectTargets[1]) do
- tr.Event:DispatchEvent(BattleEventName.BeSkillCastEnd, self)
- end
- -- 技能结束
- self:EndSkill()
- end
- BattleLogic.WaitForTrigger(self.ReturnTime / 1000, function()
- EndSkillProcess()
- end)
-
- end
- SkillPlay()
- end
- -- 释放技能
- -- func 技能释放完成回调
- function Skill:CastOneByOne(func)
- self.castDoneFunc = func
- --
- -- BattleLogManager.Log(
- -- "Cast Skill",
- -- "camp", self.owner.camp,
- -- "pos", self.owner.position,
- -- "type", self.type,
- -- "isAdd", tostring(self.isAdd)
- -- )
- self.effectTargets = {}
- self.targetIsHit = {}
- self.beEndTargets = {}
- self.hit3TimesCheck = {} --< 3次攻击限定
- self.excludeAttackList = {}
- local effectGroup = self.effectList.buffer[1]
- local chooseId = effectGroup.chooseId
- local targets = BattleUtil.ChooseTarget(self.owner, chooseId)
- --> 2+...目标组效果
- for i = 2, self.effectList.size do
- local effectGroup = self.effectList.buffer[i]
- local chooseId = effectGroup.chooseId
- self.effectTargets[i] = BattleUtil.ChooseTarget(self.owner, chooseId)
- local arr = self.effectTargets[i]
- if arr and #arr > 0 then
- -- 效果延迟1帧生效
- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
- local effects = effectGroup.effects
- local count = min(chooseId % 10, #arr)
- if count == 0 then
- count = #arr
- end
- -- 全部同时生效
- for j = 1, count do
- if arr[j] then
- --> 此处非第一组目标效果都在 hitTime 时触发所有(可改为0释放时即触发 未改因为可能策划有填hitTime时触发的2+...效果 如没有可改0)
- self:takeEffect(j, self.owner, arr[j], effects, i, 0, self)
- end
- end
- end)
- end
- end
- self.owner.Event:DispatchEvent(BattleEventName.SkillCast, self)
- BattleLogic.Event:DispatchEvent(BattleEventName.SkillCast, self)
-
- local targetNum = #targets
- if self.targets and self.targets[1] then
- targetNum = #self.targets[1]
- end
-
- for i = 1, targetNum do
- BattleLogic.WaitForTrigger(self.ReturnTime / 1000 * (i - 1), function()
- local sort = floor(chooseId / 10) % 10
- local target = BattleUtil.ChooseOneTarget(self.owner, chooseId, self.excludeAttackList)
- local function ReTarget(targets)
- for i = 1, #targets do
- local isHave = false
- for j = 1, #self.excludeAttackList do
- if targets[i] == self.excludeAttackList[j] then
- isHave = true
- break
- end
- end
- if not isHave and not targets[i]:IsRealDead() then --< 无重复&未死亡 死亡按原有选择目标
- target = targets[i]
- break
- end
- end
- end
- if self.targets and self.targets[1] then
- ReTarget(self.targets[1])
- end
- -- 检测被动对攻击目标的影响
- local function _PassiveTarget(targets)
- ReTarget(targets)
- end
- self.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget, self)
- if sort ~= 3 then
- table.insert(self.excludeAttackList, target)
- else
- --> 单体攻击限定3次内
- if self.hit3TimesCheck[target] == nil then
- self.hit3TimesCheck[target] = 0
- end
- self.hit3TimesCheck[target] = self.hit3TimesCheck[target] + 1
- if self.hit3TimesCheck[target] >= 3 then
- table.insert(self.excludeAttackList, target)
- end
- end
- if target then
- self.beEndTargets[target] = target
- end
-
-
- --> 第一目标组效果
- self.effectTargets[1] = {target}
- -- 效果延迟1帧生效
- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
- local effects = effectGroup.effects
- if self.effectTargets[1][1] then
- -- 检测是否命中
- self.targetIsHit[self.effectTargets[1][1]] = BattleUtil.CheckIsHit(self.owner, self.effectTargets[1][1])
- self:takeEffect(i, self.owner, target, effects, 1, self.hitTime, self)
- end
- end)
-
- if not self.owner.ctrl_chaos then --< 混乱状态不表现
- self.owner.Event:DispatchEvent(BattleEventName.SkillFireOnce, self, 1)
- end
- end)
- end
- local EndSkillProcess = function()
- self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
- BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
- -- 只对效果1的目标发送事件,效果1是技能的直接伤害目标
- for _, tr in pairs(self.beEndTargets) do
- tr.Event:DispatchEvent(BattleEventName.BeSkillCastEnd, self)
- end
- -- 技能结束
- self:EndSkill()
- end
- BattleLogic.WaitForTrigger(self.ReturnTime / 1000 * targetNum, function()
- EndSkillProcess()
- end)
-
- end
- -- 获取技能的直接目标,和策划规定第一个效果的目标为直接效果目标,(包含miss的目标)
- function Skill:GetDirectTargets()
- return self.effectTargets[1]
- end
- -- 获取直接目标,不包含miss的目标,可能为空
- function Skill:GetDirectTargetsNoMiss()
- local list = {}
- for _, role in ipairs(self.effectTargets[1]) do
- if self:CheckTargetIsHit(role) then
- table.insert(list, role)
- end
- end
- return list
- end
- -- 获取技能目标最大人数
- function Skill:GetMaxTargetNum()
- local mainEffect = self.effectList.buffer[1]
- if not mainEffect then
- return 0
- end
- return BattleUtil.GetMaxTargetNum(mainEffect.chooseId)
- end
- -- 判断是否命中
- function Skill:CheckTargetIsHit(role)
- return self.targetIsHit[role]
- end
- -- 结束技能
- function Skill:EndSkill()
- -- 技能后摇
- -- 技能结束后摇后结束技能释放
- BattleLogic.WaitForTrigger(0.3, function()
- -- 结束回调
- if self.castDoneFunc then self.castDoneFunc() end
-
- end)
- --
- self.effectTargets = {}
- end
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