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@@ -1,59 +1,59 @@
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-local monsterConfig = require("excel.monster")
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-local RoleAttr = require("role.RoleAttr")
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-local RoleDefine = require("role.RoleDefine")
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-
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-
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--- 创建一个怪物grid
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-function createMonsterObj(monsterId, attrId, refreshData, deleteData)
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- local monsterCfg = monsterConfig.monster[monsterId]
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- if not monsterCfg then
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- --assert(nil, "not monster id "..id)
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- return
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- end
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- local Obj = {}
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-
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- --暂时加这些,后续有需要再加
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- Obj.id = monsterId
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- Obj.lv = 1
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- Obj.quality = 0
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- Obj.power = 0
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- Obj.star = monsterCfg.star or 0
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- Obj.icon = monsterCfg.head or 0
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- Obj.camp = monsterCfg.camp or 0
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- Obj.body = monsterCfg.body or 0
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- Obj.head = monsterCfg.head or 0
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-
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-
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- for k, v in pairs(refreshData or {}) do
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- Obj[k] = v
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- end
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-
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- for key in pairs(deleteData or {}) do
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- Obj[key] = nil
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- end
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-
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- local attrs = RoleAttr.calcMonsterConf(monsterId, attrId)
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- Obj.power = attrs[RoleDefine.ZHANDOULI]
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-
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- return Obj
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-end
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-
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--- 根据monsterOutID创建怪物obj List
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-function createMonsterObjListByMonsterOutID(monsterOutID)
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- if not monsterOutID then return end
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-
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- local singleCfg = monsterConfig.monsterOut[monsterOutID]
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- local member = singleCfg.member
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- local attrIds = singleCfg.attrID
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-
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- local objList = {}
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- for k, v in ipairs(member) do
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- local monsterID = v[1]
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- local monsterLv = v[2]
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- local attrId = attrIds[k]
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- local refreshData = {lv = monsterLv}
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- local obj = createMonsterObj(monsterID, attrId, refreshData)
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- objList[k] = obj
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- end
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- return objList
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+local monsterConfig = require("excel.monster")
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+local RoleAttr = require("role.RoleAttr")
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+local RoleDefine = require("role.RoleDefine")
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+local BattleMonsterExcel = require("excel.battlemonster")
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+
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+-- 创建一个怪物grid
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+function createMonsterObj(monsterId, attrId, refreshData, deleteData)
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+ local monsterCfg = monsterConfig.monster[monsterId] or BattleMonsterExcel.monster[monsterId]
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+ if not monsterCfg then
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+ --assert(nil, "not monster id "..id)
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+ return
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+ end
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+ local Obj = {}
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+
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+ --暂时加这些,后续有需要再加
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+ Obj.id = monsterId
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+ Obj.lv = 1
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+ Obj.quality = 0
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+ Obj.power = 0
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+ Obj.star = monsterCfg.star or 0
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+ Obj.icon = monsterCfg.head or 0
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+ Obj.camp = monsterCfg.camp or 0
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+ Obj.body = monsterCfg.body or 0
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+ Obj.head = monsterCfg.head or 0
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+
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+
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+ for k, v in pairs(refreshData or {}) do
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+ Obj[k] = v
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+ end
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+
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+ for key in pairs(deleteData or {}) do
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+ Obj[key] = nil
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+ end
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+
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+ local attrs = RoleAttr.calcMonsterConf(monsterId, attrId)
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+ Obj.power = attrs[RoleDefine.ZHANDOULI]
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+
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+ return Obj
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+end
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+
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+-- 根据monsterOutID创建怪物obj List
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+function createMonsterObjListByMonsterOutID(monsterOutID)
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+ if not monsterOutID then return end
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+
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+ local singleCfg = monsterConfig.monsterOut[monsterOutID] or BattleMonsterExcel.monsterOut[monsterOutID]
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+ local member = singleCfg.member
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+ local attrIds = singleCfg.attrID
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+
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+ local objList = {}
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+ for k, v in ipairs(member) do
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+ local monsterID = v[1]
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+ local monsterLv = v[2]
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+ local attrId = attrIds[k]
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+ local refreshData = {lv = monsterLv}
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+ local obj = createMonsterObj(monsterID, attrId, refreshData)
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+ objList[k] = obj
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+ end
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+ return objList
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end
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