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- ----------------------------------
- -- 对象选择
- ----------------------------------
- local CombatImpl = require("combat.CombatImpl")
- local CombatObj = require("combat.CombatObj")
- local CombatDefine = require("combat.CombatDefine")
- local RoleDefine = require("role.RoleDefine")
- local CombatCalc = require("combat.CombatCalc")
- local CombatBuff = require("combat.CombatBuff")
- 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
- elseif targetMode[2] == 1 then
- if attacker.side == CombatDefine.ATTACK_SIDE then
- return CombatDefine.DEFEND_SIDE
- else
- return CombatDefine.ATTACK_SIDE
- end
- elseif targetMode[2] == 2 then
- return attacker.side
- end
- end
- local function canTarget(obj)
- if obj and obj.hp and obj.hp > 0 and not CombatBuff.isStatus(obj,{"revive"}) and CombatDefine.isBackup(obj) ~= CombatDefine.BACKUP_TYPE1 then
- return true
- end
- end
- local 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
- local obj = CombatImpl.objList[pos]
- local backupPos = pos < CombatDefine.COMBAT_HERO_CNT and CombatDefine.BACKUP_POS[1] or CombatDefine.BACKUP_POS[2]
- local backupObj = CombatImpl.objList[backupPos]
- -- 援军已上场
- if backupObj and backupObj.backupPos == pos then
- return backupObj
- end
- return obj
- end
- --
- CAN_EMPTY_TARGET = { [22] = 1 }
- function getTargets(attacker, targetMode, skillTargets, cmdTargets, checkChaofen, isNormalAtk, skillID)
- for i = 1, #targets do
- targets[i] = nil
- end
-
- handlerInit(attacker, targetMode)
- if isNormalAtk then
- local isStatus, cmd, ind = CombatBuff.isStatus(attacker, { "tiaoxin" })
- if isStatus then
- local buffer = attacker.buffer[ind]
- local target = buffer.attackPos and getObj(buffer.attackPos)
- if canTarget(target) then
- targets[#targets + 1] = target
- end
- elseif attacker.normalTarget and attacker.normalTarget.status then
- handlerStatus(attacker, attacker.normalTarget.status)
- end
- end
- if targets[1] == nil then
- if checkChaofen then
- -- 检查是否被嘲讽
- local chaofen, fromPos = CombatBuff.isChaofen(attacker)
- if chaofen then
- local obj = getObj(fromPos)
- if canTarget(obj) and obj.pos ~= attacker.pos then
- return { obj }, true
- end
- end
- end
-
- if skillID and CombatBuff.isStatus(attacker, { "hunluan" }) and CombatImpl.isFanji == false then
- handlerHunluan(attacker, targetMode)
- elseif handler[targetMode[1]] then
- handler[targetMode[1]](attacker, targetMode, skillTargets, cmdTargets, skillID)
- end
- if not CAN_EMPTY_TARGET[targetMode[1]] and targetMode[2] == 1 and targets[1] == nil and targetMode[1] ~= 32 then
- handler[1](attacker, targetMode, skillTargets)
- end
- handlerFenTan(attacker, targetMode, skillTargets, cmdTargets, skillID)
- end
- local ret = { }
- for _, v in ipairs(targets) do
- ret[#ret + 1] = v
- end
- return ret
- end
- local function getTargetList(side,isSkillTarget,exclude,skillTargets)
- local targetList = {}
- for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[side]) 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
- return targetList
- end
- -- 全体目标
- --[[
- @param2 = {
- handlerID,
- side 0: 全部双方 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)
- -- 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 = getTargetList(targetSide,isSkillTarget,exclude,skillTargets)
- -- 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
- end
- end
- end
- -- 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)
- -- 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) then
- targetList[#targetList+1] = obj
- end
- 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
- -- 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)
- 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
- --当前最低
- --[[
- @param2 = {
- handlerID,
- side,
- cnt,
- hp/mp, -- 血量还是蓝量
- order,
- }
- ]]
- local statusMap = {
- [RoleDefine.HP] = "hp",
- }
- local function handler8(attacker,targetMode)
- local cnt = targetMode[3] or 1
- local status = statusMap[targetMode[4]] or "hp" -- 默认是HP
- 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
- targetList[#targetList+1] = obj
- end
- end
- table.sort(targetList,function(a,b)
- local a_value = a[status] or 0
- local b_value = b[status] or 0
- local ret = a_value < b_value
- if order ~= 0 then
- ret = a_value > b_value
- end
- return ret
- end)
- for i = 1,cnt do
- targets[#targets + 1] = targetList[i]
- if #targets >= cnt then
- break
- end
- end
- end
- -- 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] or 1
- 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
- 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
- -- 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] or 1
- local mode = targetMode[4] or 1
- local targetSide = getTargetSide(attacker,targetMode)
- 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) then
- table.insert(targetList,obj)
- end
- 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] or RoleDefine.ATK
- 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
- -- 根据自身指定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
- isSkillTarget 1:非 2:是;默认1
- exclude 1: 否 2:是 和isSkillTarget关联,是skillTarget还是取非skillTarget
- }
- ]]
- local function handler32(attacker, targetMode, skillTargets)
- local buffID = assert(targetMode[3],"invalid config")
- local targetSide = getTargetSide(attacker,targetMode)
- local isSkillTarget = targetMode[6] or 1
- local exclude = targetMode[7] or 1
- local targetList = getTargetList(targetSide,isSkillTarget,exclude,skillTargets)
- local exist,buffLayer = CombatBuff.isStatus(attacker,{buffID})
- if not exist then
- return
- end
- local count = math.floor(buffLayer/(targetMode[4] or 1 ))
- local maxHit = targetMode[5] or 1
- local hitObjMap = {}
- -- 打乱targetList表
- table.shuffle(targetList)
- -- 筛选targets
- while true do
- if #targetList <= 0 or count <= 0 then
- break
- end
- local r = math.random(#targetList)
- local obj = targetList[r]
- hitObjMap[obj.pos] = hitObjMap[obj.pos] or 0
- -- 如果有重复的obj应该也删除
- if hitObjMap[obj.pos] >= maxHit then
- table.remove(targetList,r)
- else
- hitObjMap[obj.pos] = hitObjMap[obj.pos] + 1
- targets[#targets+1] = obj
- count = count - 1
- end
- end
- end
- -- 复活x个单位
- --[[
- @param2 = {
- handlerID,
- side,
- cnt, 选择复活的数量 默认为1
- }
- ]]
- local function handler21(attacker,targetMode)
- local cnt = targetMode[3] or 1
- local targetSide = getTargetSide(attacker,targetMode)
- local targetList = getTargetList(targetSide,1)
- table.shuffle(targetList)
- for _,obj in ipairs(targetList) do
- -- 判断能否复活
- if CombatBuff.canRevive(obj) then
- targets[#targets+1] = obj
- end
- if #targets >= cnt then
- break
- end
- end
- end
- --职业+攻击力排名
- --[[
- @param2 = {
- handlerID,
- side
- cnt,
- jobs, 职业列表
- }
- ]]
- local function handler24(attacker,targetMode)
- local targetSide = getTargetSide(attacker,targetMode)
- local targetList = {}
- local jobs = targetMode[4] or {}
- for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
- local obj = getObj(pos)
- if canTarget(obj) then
- table.insert(targetList,obj)
- end
- end
- local attr = RoleDefine.ATK
- -- 降序排列
- table.sort(targetList,function(a,b)
- local a_attr = CombatObj.getValue(a,attr)
- local b_attr = CombatObj.getValue(b,attr)
- ret = a_attr > b_attr
- if a_attr== b_attr then
- local a_idx = table.find(jobs,a.job)
- local b_idx = table.find(jobs,b.job)
- if a_idx ~= b_idx then
- return a_idx < b_idx
- end
- end
- return ret
- end)
- for _,obj in ipairs(targetList) do
- targets[#targets+1] = obj
- if #targets >= cnt then
- break
- end
- end
- end
- --选取百分比生命值最低cnt个目标
- --[[
- @param2 = {
- handlerID,
- side,
- cnt,
- limit 百分比
- }
- ]]
- local function handler14(attacker,targetMode)
- local targetSide = getTargetSide(attacker,targetMode)
- --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
- -- assert()
- --end
- local targetList = {}
- local limit = targetMode[4] or 100
- local cnt = targetMode[3] or 1
- for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
- local obj = getObj(pos)
- if canTarget(obj) then
- local obj_hp_limit = CombatObj.getValue(obj,RoleDefine.HP)
- if (obj.hp/obj_hp_limit) < (limit / 100) then
- table.insert(targetList,obj)
- end
- end
- end
- table.shuffle(targetList)
- for _,obj in ipairs(targetList) do
- targets[#targets+1] = obj
- if #targets >= cnt then
- break
- end
- end
- end
- --职业优先
- --[[
- @param2 = {
- handlerID,
- side,
- cnt,
- jobs -- 职业集合
- }
- ]]
- local function handler25(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 job = targetMode[4] or {}
- local temp = {}
- for _,pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
- local obj = getObj(pos)
- if canTarget(obj) and table.find(job,obj.job) then
- targets[#targets + 1] = obj
- end
- if #targets >= cnt then
- break
- end
- end
- -- 没有职业可选 则随机选择
- if #targets == 0 then
- handler6(attacker,{
- targetMode[1],
- targetMode[2],
- cnt
- })
- end
- end
- -- 技能选取
- local function handler0(_,_,skillTargets)
- for _,obj in ipairs (skillTargets) do
- targets[#targets + 1] = obj
- end
- end
- ------------------------------------ 未实现功能 分界线 ------------------------------------
- --技能目标(所有目标)
- function handler11(_,_,skillTargets)
- -- abandon
- return handler0(_,_,skillTargets)
- 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()
- --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
- --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()
- --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
- --随机前,中,后排
- function handler5(attacker,targetMode)
- -- abandon
- end
- --攻击最高
- --[[
- attacker = {
- backupPos,
- pos,
- }
- targetMode = [9,2,3] 选择类型,side(地方或者己方),选择人数
- ]]
- function handler9(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
- --技能目标(指定第几个目标)
- function handler12(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
- 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
- --被击时攻击者
- function handler13(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
- 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
- --技能目标(生命高于或者低于攻击方)
- function handler15(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
- 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
- --技能目标(护甲高于或者低于攻击方)
- function handler16(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
- 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
- --血量百分比最少
- function handler17(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
- --血量最少,优先选择非满血的英雄
- function handler18(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
- --随机后排,优先选择非满血的英雄
- function handler19(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,优先选择非满血的英雄
- function handler20(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)
- 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
- --技能目标(速度高于或者低于攻击方)
- function handler23(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
- 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)
- --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)
- --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
- ------------------------------ 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)
- -- 清除分摊标志
- attacker.handBuffCalcType = nil
- for _, pos in ipairs(CombatDefine.SIDE2POS[0]) do
- local obj = getObj(pos)
- if obj then
- obj.fentq = nil
- end
- end
- end
- -- 处理所有对象是否需要分摊
- function handlerFenTan(attacker, targetMode, skillTargets, cmdTargets, skillID)
- if #targets <= 0 then return end
- if skillID then
- local skillConfig = SkillExcel[skillID]
- if skillConfig then
- if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan then
- return
- end
- end
- end
- local tagObj = targets[1]
- local targetSide = tagObj.side
- local fentq = {}
- local fentCnt = 0
- for _, pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
- local obj = getObj(pos)
- if obj and canTarget(obj) and obj.bufferCmd["fentan"] then
- fentq[pos] = 1
- fentCnt = fentCnt + 1
- end
- end
- -- 分摊比列
- for _, pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
- local obj = getObj(pos)
- if obj and canTarget(obj) and obj.bufferCmd["fentan"] then
- obj.fentq = fentCnt
- -- 把不在队列的分摊对象加入到队列当中
- local find = false
- for _, tarobj in ipairs(targets) do
- if tarobj.pos == obj.pos then
- find = true
- end
- end
- if not find then
- targets[#targets + 1] = obj
- end
- end
- end
-
- end
- function handlerHunluan(attacker,targetMode)
- local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
- local len = 0
- local selectList = {}
- for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
- local obj = getObj(pos)
- if canTarget(obj) then
- len = len + 1
- selectList[len] = obj
- end
- end
-
- -- 混乱要随机选择目标 modify buy dxzeng
- local randomLen = #selectList
- if randomLen <= 0 or cnt <= 0 then return end
-
- if cnt > randomLen then
- cnt = randomLen
- end
-
- for index = 1, cnt do
- local len = 0
- local tempRandom = {}
- for k, v in pairs(selectList) do
- len = len + 1
- tempRandom[len] = k
- end
-
- local randomIndex = math.random(1, len)
- local selectIndex = tempRandom[randomIndex]
- targets[#targets+1] = selectList[selectIndex]
- selectList[selectIndex] = nil
- end
- end
- function handlerStatus(attacker,status)
- local targetSide
- if attacker.side == CombatDefine.ATTACK_SIDE then
- targetSide = CombatDefine.DEFEND_SIDE
- else
- targetSide = CombatDefine.ATTACK_SIDE
- end
- for _,pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
- local obj = getObj(pos)
- if canTarget(obj) and CombatBuff.isStatus(obj,status) then
- targets[#targets+1] = obj
- return
- end
- end
- end
- handler = handler or {} --选择策略
- handler[1] = handler1 --1 默认顺序位置
- handler[2] = handler2 --2 全体
- handler[3] = handler3 --3 前排,中排,后排
- handler[4] = handler4 --4 前方一列
- handler[5] = handler5 --5 随机前排,中排,后排
- handler[6] = handler6 --6 随机
- handler[7] = handler7 --7 血量最少
- handler[8] = handler8 --8 血量最高
- handler[9] = handler9 --9 攻击最高
- handler[10] = handler10 --10 自己
- handler[11] = handler11 --11 技能目标(所有目标)
- handler[12] = handler12 --12 技能目标(指定第几个目标)
- handler[13] = handler13 --13 被击时攻击者
- handler[14] = handler14 --14 额外作用目标
- handler[15] = handler15 --15 技能目标(生命高于或者低于攻击方)
- handler[16] = handler16 --16 技能目标(护甲高于或者低于攻击方)
- handler[17] = handler17 --17 技能目标(血量百分比最少)
- handler[18] = handler18 --18 技能目标(血量最少,优先选择非满血的英雄)
- handler[19] = handler19 --19 随机后排,优先选择非满血的英雄
- handler[20] = handler20 --20 随机,优先选择非满血的英雄
- handler[21] = handler21 --21 死亡武将
- handler[22] = handler22 --22 非技能目标
- handler[23] = handler23 --23 技能目标(速度高于或者低于攻击方)
- handler[24] = handler24 --24 职业+攻击力排名
- handler[25] = handler25 --25 职业优先
- handler[26] = handler26 --26 同一列
- handler[27] = handler27 --27 同一列
- handler[28] = handler28 --27 同一列
- handler[29] = handler29 --27 同一列
- handler[30] = handler30 --30 自己跟目标攻击最高
- handler[31] = handler31 --31 同行人数最多
- handler[32] = handler32 --32 指定buff选择
- handler[33] = handler33 --32 指定buff选择
- handler[0] = handler0 -- 技能选取 和11相同
- --对象选择器end
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