mafei hai 1 ano
pai
achega
e2dab59695

+ 27 - 0
script/common/Util.lua

@@ -538,4 +538,31 @@ function format(...)
 		end
 	end
 	return str
+end
+
+--------------------------------------------------------
+--- 新增table.find函数
+---@param1 array 数组
+---@param2 elem 目标元素
+--------------------------------------------------------
+
+table.find = function(array,elem) 
+	for idx,e in ipairs(array) do 
+		if e == elem then 
+			return idx
+		end
+	end
+end
+
+--------------------------------------------------------
+--- 新增table.shuffle函数
+--- @param1 array 数组
+--------------------------------------------------------
+
+table.shuffle = function(array)
+	for i = 1,#array do 
+		local r = math.random(1,#array)
+		array[i],array[r] = array[r],array[i]
+	end
+	return array
 end

+ 7 - 1
script/module/combat/CombatLogic.lua

@@ -1112,7 +1112,7 @@ local function setCombatInfo(formation,objList, side)
 				-- 出战英雄站位
 			if CombatPosLogic.checkPos(formation,index, side) then
 				local pos = CombatDefine.SIDE2POS[side][index]
-				CombatImpl.setData(pos, obj)
+				CombatImpl.setData(pos, obj) --初始化对象数据
 			end
 		end
 	end
@@ -1182,6 +1182,12 @@ function setSkillAndBeskill(human,combatInfo)
 	end	
 end
 
+--[[
+	@param1 : agent
+	@param2 : mapID //地图ID
+	@oaram3 : 对应参数
+	@param4 : 战斗类型
+]]
 function combatBegin(human, mapID, param, combatType, cbParam, isSaodang)
 	if COMBAT_CACHE[human.db._id] and COMBAT_CACHE[human.db._id][combatType] then
 		--assert(nil, "has combat cache "..combatType .. " " .. human.db.account) -- reyes test

+ 14 - 14
script/module/combat/CombatObj.lua

@@ -28,21 +28,21 @@ function initAfterStart()
 		local bufferAttr2 = {}		
 		local obj 			= {}
 		objs[pos] 			= obj
-		obj.pos				= pos
-		obj.helpType		= CombatDefine.HELP_TYPE0
-		obj.side			= pos > CombatDefine.COMBAT_HERO_CNT and CombatDefine.DEFEND_SIDE or CombatDefine.ATTACK_SIDE
-		obj.backupPos		= nil
-		obj.beBackup		= nil
-		obj.id				= nil
-		obj.type			= nil
-		obj.quality			= nil
-		obj.hp				= nil
-		obj.mp				= nil
+		obj.pos				= pos           			-- 站位位置
+		obj.helpType		= CombatDefine.HELP_TYPE0   -- 辅助对象类型 武将/魔兽
+		obj.side			= pos > CombatDefine.COMBAT_HERO_CNT and CombatDefine.DEFEND_SIDE or CombatDefine.ATTACK_SIDE  -- 进攻方/防守方
+		obj.backupPos		= nil 						-- 
+		obj.beBackup		= nil						-- 
+		obj.id				= nil						-- 对象ID
+		obj.type			= nil						-- 对象类型
+		obj.quality			= nil						-- 品质
+		obj.hp				= nil						-- 当前HP
+		obj.mp				= nil						-- 当前MP
 		obj.initHp			= nil
 		obj.initMp			= nil
-		obj.job				= nil
-		obj.body 			= nil
-		obj.dietime			= nil
+		obj.job				= nil						-- 职业类型
+		obj.body 			= nil						-- 模型
+		obj.dietime			= nil						-- 死亡时间
 		obj.dieSkill		= nil
 		obj.dieAtkCnt		= nil
 		obj.camp 			= nil
@@ -52,7 +52,7 @@ function initAfterStart()
 		obj.sysAttr			= sysAttr
 		obj.bufferAttr		= bufferAttr
 		obj.bufferAttr2		= bufferAttr2
-		obj.buffer = {[0] = 0}
+		obj.buffer = {[0] = 0}  -- obj身上的buff集合,buff[0]表示buff数量
 		obj.bufferCmd = {}		--控制类buffer
 		obj.skillList		= nil
 		obj.beSkillList = nil

+ 364 - 296
script/module/combat/TargetMode.lua

@@ -11,7 +11,9 @@ local SkillExcel = require("excel.skill").skill
 local targets = {}
 
 --对象选择器begin
-
+--[[
+	ret = 0,1,2 // 0:需要继承skilltargets  1:敌方  2 : 己方
+]]
 local function getTargetSide(attacker,targetMode)
 	if  not targetMode[2] or targetMode[2] == 0 then
 		return 0
@@ -34,25 +36,6 @@ local function canTarget(obj)
 	end
 end
 
--- 同列敌方找不到 随机上下找一列 有敌方的    策划 要求随机
-local function getColumn2PosRandom(yetList)
-	local randomList = {}
-
-	for i= 1, 3 do
-		if not yetList[i] then
-			randomList[#randomList + 1] = i
-		end
-	end
-
-	if #randomList > 0 then
-		local random = math.random(1, #randomList)
-		local newColumn = randomList[random]
-		yetList[newColumn] = true
-		return newColumn, yetList
-	end
-	return 0, yetList
-end
-
 function getObj(pos)
     -- 不能直接取 援军对象
     if pos == CombatDefine.BACKUP_POS[1] or  pos == CombatDefine.BACKUP_POS[2] then return end
@@ -119,92 +102,390 @@ function getTargets(attacker, targetMode, skillTargets, cmdTargets, checkChaofen
     return ret
 end
 
---默认顺序位置
-function handler1(attacker,targetMode)
+
+
+-- 全体目标
+--[[
+	@param2 = {
+		handlerID,
+		side    0: 继承param3  1:敌方 2: 己方
+		isSkillTarget  1:非 2:是;默认1
+		exclude        1: 否 2:是 和isSkillTarget关联,是skillTarget还是取非skillTarget	
+	}
+	@param3 = targetObjList 技能目标(所有目标)
+]]
+local function handler2(attacker,targetMode,skillTargets)
 	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
+	-- 如果传入有skillTarget 优先使用技能所带的target集合
+	local isSkillTarget = targetMode[3] or 1
+	local exclude = targetMode[4] or 1
+	local targetList = {}
 	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
 		local obj = getObj(pos)
+		if canTarget(obj) then 
+			targetList[#targetList+1] = obj
+		end
+	end
+	if isSkillTarget ~= 1 then
+		local skillTargetList = {}
+		for _,obj in ipairs(skillTargets) do 
+			skillTargetList[#skillTargetList + 1] = obj
+		end
+		if exclude == 1 then 
+			targetList = skillTargetList
+		else
+			--从targetList中剔除skillTargetList
+			for _,obj in ipairs(skillTargetList) do 
+				for i = 1,#targetList do 
+					if targetList[i].pos == obj.pos then 
+						table.remove(targetList,i)
+						break
+					end
+				end
+			end
+		end
+	end
+	-- 转化为目标target
+	for _,obj in ipairs (targetList) do 
+		targets[#targets + 1] = obj
+	end
+end
+
+-- 自己
+local function handler10(attacker)
+	--if canTarget(obj) then
+		targets[1] = attacker
+	--end
+end
 
+-- 选择指定排号
+--[[
+	@param2 = {
+		handlerID,
+		side,
+		cnt,
+		{1,2}
+	}
+]]
+local function handler28(attacker,targetMode)
+	local targetSide = getTargetSide(attacker,targetMode)
+	
+	-- 若没有配置默认攻击全部排
+	local rowList = targetMode[4] or {1,2,3}
+	local targetPosList = {}
+	-- 待优化@mafei
+	for row,list in pairs(CombatDefine.ROW2POS[targetSide]) do 
+		if table.find(rowList,row) then 
+			for _,pos in pairs(list) do 
+				table.insert(targetPosList,pos)
+			end
+		end
+	end
+	local cnt = targetMode[3]
+	-- 随机打乱排序
+	table.shuffle(targetPosList)
+	for _,pos in ipairs(targetPosList) do
+		local obj = getObj(pos)
 		if canTarget(obj)  and obj.pos ~= attacker.pos then 
 			targets[#targets+1] = obj
 		end
-		if #targets >= cnt then
-			return 
+		if #targets >= cnt then 
+			return
 		end
 	end
 end
 
---全体
-function handler2(attacker,targetMode)
+-- 随机选择X个目标
+--[[
+	@param2 = {
+		handlerID,
+		side,
+		cnt,     选择的数量 默认为1
+		isSelf   0/默认:不做判定 1:不能选择自己, 2:必须有自己
+	}
+]]
+local function handler6(attacker,targetMode)
 	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
+	-- 默认选择一个
+	local cnt = targetMode[3] or 1
+	local noSelf = targetMode[4] or 0
+	local targetList = {}
 	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
 		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
+		if canTarget(obj) then 
+			targetList[#targetList+1] = obj
 		end
-		if #targets >= cnt then
-			return 
+	end
+	if noSelf == 2 then 
+		targets[#targets+1] = attacker
+	end
+	table.shuffle(targetList)
+	for _,obj in ipairs(targetList) do 
+		if #targets >= cnt then 
+			break
 		end
+		if obj.pos ~= attacker.pos  or noSelf == 0 then 
+			targets[#targets+1] = obj
+		end
+		
 	end
 end
 
---前排,中排,后排
-function handler3(attacker,targetMode)
+-- 按照属性X排序,选择前Y个目标  @mafei 还未实现当前hp和mp筛选
+--[[
+	@param2 = {
+		handlerID,
+		side,
+		cnt,     选择的数量 默认为1
+		attrID,  属性ID
+		order,   排序方式 0 升序, 1 降序 默认为升序  
+	}
+]]
+local function handler7(attacker,targetMode)
+	local cnt = targetMode[3] or 1
+	local attrID = targetMode[4] or RoleDefine.HP -- 默认是HP
+	local order = targetMode[5] or 0 -- 默认升序
+	local targetList = {}
 	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
 	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
 		local obj = getObj(pos)
+		if canTarget(obj) then 
+			targetList[#targetList+1] = obj
+		end
+	end 
+	table.sort(targetList,function(a,b)
+		local a_attr = CombatObj.getValue(a,attrID)
+		local b_attr = CombatObj.getValue(b,attrID) 
+		local ret  = a_attr < b_attr
+		if order ~= 0 then 
+			ret = a_attr > b_attr
+		end
+		return ret
+	end)
+	for i = 1,cnt do 
+		targets[#targets + 1] = targetList[i]
+		if #targets >= cnt then 
+			break
+		end
+	end
+end
 
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
+ -- 选择正前方一列的X目标
+ --[[
+	@param2 = {
+		handlerID,
+		side,
+		cnt,
+		col,   默认正前方,否则选择colList行数
+	}
+ ]]
+ local function handler26(attacker,targetMode)
+	local cnt = targetMode[3]
+	local targetCol = targetMode[4]
+	local targetSide = getTargetSide(attacker,targetMode)
+	-- 没有targetCol默认选取目标正前方的列数 warning: 检测是否援军情况 @mafei
+	if not targetCol then 
+		for col,list in pairs(CombatDefine.COLUMN2POS[attacker.side]) do 
+			if table.find(list,attacker.pos) then 
+				targetCol = col
+				break
+			end
 		end
-		if #targets >= cnt then
-			return 
+	end
+	-- 筛选出还存在的列
+	local colList = {}
+	for col,list in pairs(CombatDefine.COLUMN2POS[targetSide]) do 
+		local colObjList = {}
+		for i = 1,#list do 
+			local obj = getObj(list[i])
+			if canTarget(obj) then 
+				table.insert(colObjList,obj)
+			end
+		end
+		if #colObjList > 0 then 
+			table.insert(colList,colObjList)
 		end
 	end
+	-- 没有可选的列
+	if #colList == 0 then 
+		return
+	end
+	local targetList 
+	for col,list in ipairs(colList) do 
+		if col == targetCol then 
+			targetList = list
+			break
+		end
+	end
+	if not targetList then 
+		table.shuffle(colList)
+		targetList = colList[1]
+	end	
+	for _,obj in ipairs(targetList) do 
+		targets[#targets+1] = obj
+		if #targets > cnt then 
+			break
+		end
+	end
+	
 end
 
---最近一列
-function handler4(attacker,targetMode)
+-- 选择英雄数量最多的一列或者一行
+--[[
+	@param2 = {
+		handlerID,
+		side,
+		cnt,
+		col     1表示列,2表示行,默认为1
+	}
+]]
+local function handler31(attacker,targetMode)
+	local cnt = targetMode[3]
+	local mode = targetMode[4] or 1
 	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
+	local posList = CombatDefine.COLUMN2POS
+	if mode ~= 1 then 
+		posList = CombatDefine.ROW2POS
+	end
+	local targetObjList = {}
+	for _,list in ipairs(posList[targetSide]) do 
+		local objList = {}
+		for i = 1,#list do 
+			local obj = getObj(list[i])
+			-- 确认是武将(英雄)
+			if canTarget(obj) and obj.isPet then 
+				table.insert(objList,obj)
+			end
+		end
+		if #targetObjList <= #objList then 
+			targetObjList = objList
+		end
+	end
+	-- 筛选最后的targets
+	table.shuffle(targetObjList)
+	for i = 1,#targetObjList do 
+		targets[#targets+1] = targetObjList[i]
+		if #targets >= cnt then 
+			break
+		end
+	end
+
+end
+
+--随机 选择目标 多次
+--[[
+	@param2 = {
+		handlerID,
+		side,
+		cnt,       随机选择的次数, 默认一次
+		maxCnt     同一目标最多的次数,默认一次
+	}
+]]
+local function handler29(attacker,targetMode)
+	local cnt = targetMode[3] or 1
+	local maxCnt = targetMode[4] or 1
+	local targetSide = getTargetSide(attacker,targetMode)
+
+	local targetList = {}
 	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
 		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
+		if canTarget(obj) then 
+			table.insert(targetList,obj)
 		end
-		if #targets >= cnt then
-			return 
+	end
+	local cntMap = {}
+	for i = 0,cnt do 
+		local obj = table.shuffle(targetList)[#targetList]
+		local objPos = obj.pos
+		cntMap[objPos] = cntMap[objPos] or 0
+		targets[#targets + 1] = obj
+		cntMap[objPos] = cntMap[objPos] + 1
+		if cntMap[pos] >= maxCnt then 
+			table.remove(targetList,#targetList)
+		end
+		if #targetList <= 0 then 
+			break
+		end
+	end	
+end
+
+--随机选择属性列表中一项最高的角色
+--[[
+	@param2 = {
+		handlerID,
+		side
+		cnt,         选择的数量,默认为1
+		attrList,    属性列表
+		order        排序方式 0 升序, 1 降序 默认为升序  
+	}
+]]
+local function handler33(attacker,targetMode)
+	local cnt = targetMode[3] or 1
+	local attrList = targetMode[4] or {}
+	local order = targetMode[5] or 0 -- 默认升序
+	local targetSide = getTargetSide(attacker,targetMode)
+	local targetList = {}
+	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
+		local obj = getObj(pos)
+		if canTarget(obj) then 
+			table.insert(targetList,obj)
 		end
 	end
+	-- 随机出一个属性
+	local attr = table.shuffle(attrList)[1]
+	table.sort(targetList,function(a,b)
+		local a_attr = CombatObj.getValue(a,attr)
+		local b_attr = CombatObj.getValue(b,attr) 
+		local ret  = a_attr < b_attr
+		if order ~= 0 then 
+			ret = a_attr > b_attr
+		end
+		return ret
+	end)
+
 end
 
---随机前,中,后排
-function handler5(attacker,targetMode)
+
+
+------------------------------------ 未实现功能 分界线   ------------------------------------
+
+-- 根据指定buff层数选择x个目标
+--[[
+	@param2 = {
+		handlerID,
+		side,
+		buffID    buff ID
+		count,    buff层数 默认为1
+		cnt,      选择几个目标 默认为1
+	}
+]]
+local function handler32(attacker, targetMode, skillTargets)
+
+    local targetSide = getTargetSide(attacker,targetMode)
+end
+
+-- 复活x个单位
+--[[
+	@param = {
+		handlerID,
+		side,
+		cnt,   选择复活的数量 默认为1
+	}
+]]
+function handler21(attacker,targetMode)
+	local cnt = targetMode[3] or 1
+	local targetSide = getTargetSide(attacker,targetMode)
+	
+end
+
+--技能目标(所有目标)
+function handler11(attacker,targetMode,skillTargets)
+	-- abandon
+end
+
+
+--默认顺序位置
+function handler1(attacker,targetMode)
 	local targetSide = getTargetSide(attacker,targetMode)
 	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
 	--	assert()
@@ -224,45 +505,8 @@ function handler5(attacker,targetMode)
 	end
 end
 
---随机
-function handler6(attacker,targetMode)
-	local targetSide = getTargetSide(attacker,targetMode)
-	if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-		assert()
-	end
-	local cnt = targetMode[3] or 1
-	local noSelf = targetMode[5]
-	local temp = {}
-	for i = 1,CombatDefine.COMBAT_HERO_CNT do
-		local pos = CombatDefine.SIDE2POS[targetSide][i]
-		if not (noSelf and pos == attacker.pos) then
-			local obj = getObj(pos)
-			if canTarget(obj) then 
-				temp[#temp+1] = obj
-			end
-		end
-	end
-	
-
-	if #temp > 0 then
-		for i = 1,cnt do
-			local r = math.ceil(math.random(0,#temp))
-			r = r == 0 and 1 or r
-			targets[#targets+1] = temp[r]
-			temp[r] = temp[#temp]
-			temp[#temp] = nil
-			if #temp <= 0 then
-				break
-			end
-		end
-	end
-	if noSelf == 2 and canTarget(attacker) then
-		targets[#targets+1] = attacker
-	end
-end
-
---血量最少
-function handler7(attacker,targetMode)
+--最近一列
+function handler4(attacker,targetMode)
 	local targetSide = getTargetSide(attacker,targetMode)
 	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
 	--	assert()
@@ -282,6 +526,12 @@ function handler7(attacker,targetMode)
 	end
 end
 
+--随机前,中,后排
+function handler5(attacker,targetMode)
+	-- abandon
+end
+
+
 --血量最高
 function handler8(attacker,targetMode)
 	local targetSide = getTargetSide(attacker,targetMode)
@@ -332,46 +582,6 @@ function handler9(attacker,targetMode)
 
 end
 
---自己
-function handler10(attacker,targetMode,skillTargets)
-	--if canTarget(obj) then
-		targets[1] = attacker
-	--end
-end
-
---技能目标(所有目标)
-function handler11(attacker,targetMode,skillTargets)
-	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	-- 如果传入有skillTarget 优先使用技能所带的target集合
-	local targetList = {}
-	if skillTargets and #skillTargets > 0 then
-		for _,obj in ipairs(skillTargets) do 
-			targetList[#targetList + 1] = obj
-		end
-	else 
-		for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-			local obj = getObj(pos)
-			if canTarget(obj)  and obj.pos ~= attacker.pos then 
-				targetList[#targetList+1] = obj
-			end
-		end
-	end
-	if #targetList >= cnt then
-		return 
-	end
-
-	-- 转化为目标target
-	for _,obj in ipairs (targetList) do 
-		targets[#targets + 1] = obj
-	end
-
-end
 
 
 --技能目标(指定第几个目标)
@@ -565,26 +775,7 @@ function handler20(attacker,targetMode)
 	end
 end
 
---全体
-function handler21(attacker,targetMode)
-	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-		local obj = getObj(pos)
 
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
-		end
-		if #targets >= cnt then
-			return 
-		end
-	end
-end
 
 --非技能目标
 function handler22(attacker,targetMode,skillTargets)
@@ -675,28 +866,6 @@ function handler25(attacker,targetMode)
 	return
 end
 
-
---同列
-function handler26(attacker,targetMode)
-	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
-		end
-		if #targets >= cnt then
-			return 
-		end
-	end
-end
-
 --默认顺序位置2
 function handler27(attacker,targetMode)
 	local targetSide = getTargetSide(attacker,targetMode)
@@ -719,50 +888,6 @@ function handler27(attacker,targetMode)
 end
 
 
---前排,中排,后排
-function handler28(attacker,targetMode)
-	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
-		end
-		if #targets >= cnt then
-			return 
-		end
-	end
-end
-
-
---随机 选择目标 多次
-function handler29(attacker,targetMode)
-	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
-		end
-		if #targets >= cnt then
-			return 
-		end
-	end
-end
-
-
 --攻击最高
 function handler30(attacker,targetMode)
 	local targetSide = getTargetSide(attacker,targetMode)
@@ -784,69 +909,12 @@ function handler30(attacker,targetMode)
 	end
 end
 
---前排,中排,后排
-function handler31(attacker,targetMode)
-	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
-		end
-		if #targets >= cnt then
-			return 
-		end
-	end
-end
-
-
--- 根据指定buff层数选择目标
-function handler32(attacker, targetMode, skillTargets, cmdTargets, skillID)
-    local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
-		end
-		if #targets >= cnt then
-			return 
-		end
-	end
-end
-
---随机攻击防御速度最高
-function handler33(attacker,targetMode)
-	local targetSide = getTargetSide(attacker,targetMode)
-	--if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
-	--	assert()
-	--end
-	local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
-	local atkPos = attacker.backupPos or attacker.pos
-	atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
-	for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
-		local obj = getObj(pos)
-
-		if canTarget(obj)  and obj.pos ~= attacker.pos then 
-			targets[#targets+1] = obj
-		end
-		if #targets >= cnt then
-			return 
-		end
-	end
+------------------------------ 分界线 ------------------------------
+-- 目前是一样了,等策划配置好skill表后删掉 @mafei
+function handler3(attacker,targetMode)
+	return handler28(attacker,targetMode)
 end
+--------------------------------------------------------------------
 
 
 function handlerInit(attacker, targetMode)

+ 1 - 1
script/module/scene/AuthCheck.lua

@@ -72,7 +72,7 @@ function authCheck(account, authkey, timestamp, ip,sign)
 	if signStr ~= sign then
 		return 
 	end
-	return true	
+	--return true	
 	-- local sdkRet = SdkLogic.CheckUserToken(account,authkey)
 	-- if sdkRet == true then
 	-- 	return true