TargetMode.lua 32 KB

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  1. ----------------------------------
  2. -- 对象选择
  3. ----------------------------------
  4. local CombatImpl = require("combat.CombatImpl")
  5. local CombatObj = require("combat.CombatObj")
  6. local CombatDefine = require("combat.CombatDefine")
  7. local RoleDefine = require("role.RoleDefine")
  8. local CombatCalc = require("combat.CombatCalc")
  9. local CombatBuff = require("combat.CombatBuff")
  10. local SkillExcel = require("excel.skill").skill
  11. local targets = {}
  12. --对象选择器begin
  13. --[[
  14. ret = 0,1,2 // 0:需要继承skilltargets 1:敌方 2 : 己方
  15. ]]
  16. local function getTargetSide(attacker,targetMode)
  17. if not targetMode[2] or targetMode[2] == 0 then
  18. return 0
  19. elseif targetMode[2] == 1 then
  20. if attacker.side == CombatDefine.ATTACK_SIDE then
  21. return CombatDefine.DEFEND_SIDE
  22. else
  23. return CombatDefine.ATTACK_SIDE
  24. end
  25. elseif targetMode[2] == 2 then
  26. return attacker.side
  27. end
  28. end
  29. local function canTarget(obj)
  30. if obj and obj.hp and obj.hp > 0 and not CombatBuff.isStatus(obj,{"revive"}) and CombatDefine.isBackup(obj) ~= CombatDefine.BACKUP_TYPE1 then
  31. return true
  32. end
  33. end
  34. local function getObj(pos)
  35. -- 不能直接取 援军对象
  36. if pos == CombatDefine.BACKUP_POS[1] or pos == CombatDefine.BACKUP_POS[2] then return end
  37. local obj = CombatImpl.objList[pos]
  38. local backupPos = pos < CombatDefine.COMBAT_HERO_CNT and CombatDefine.BACKUP_POS[1] or CombatDefine.BACKUP_POS[2]
  39. local backupObj = CombatImpl.objList[backupPos]
  40. -- 援军已上场
  41. if backupObj and backupObj.backupPos == pos then
  42. return backupObj
  43. end
  44. return obj
  45. end
  46. --
  47. CAN_EMPTY_TARGET = { [22] = 1 }
  48. function getTargets(attacker, targetMode, skillTargets, cmdTargets, checkChaofen, isNormalAtk, skillID)
  49. for i = 1, #targets do
  50. targets[i] = nil
  51. end
  52. handlerInit(attacker, targetMode)
  53. if isNormalAtk then
  54. local isStatus, cmd, ind = CombatBuff.isStatus(attacker, { "tiaoxin" })
  55. if isStatus then
  56. local buffer = attacker.buffer[ind]
  57. local target = buffer.attackPos and getObj(buffer.attackPos)
  58. if canTarget(target) then
  59. targets[#targets + 1] = target
  60. end
  61. elseif attacker.normalTarget and attacker.normalTarget.status then
  62. handlerStatus(attacker, attacker.normalTarget.status)
  63. end
  64. end
  65. if targets[1] == nil then
  66. if checkChaofen then
  67. -- 检查是否被嘲讽
  68. local chaofen, fromPos = CombatBuff.isChaofen(attacker)
  69. if chaofen then
  70. local obj = getObj(fromPos)
  71. if canTarget(obj) and obj.pos ~= attacker.pos then
  72. return { obj }, true
  73. end
  74. end
  75. end
  76. if skillID and CombatBuff.isStatus(attacker, { "hunluan" }) and CombatImpl.isFanji == false then
  77. handlerHunluan(attacker, targetMode)
  78. elseif handler[targetMode[1]] then
  79. handler[targetMode[1]](attacker, targetMode, skillTargets, cmdTargets, skillID)
  80. end
  81. if not CAN_EMPTY_TARGET[targetMode[1]] and targetMode[2] == 1 and targets[1] == nil and targetMode[1] ~= 32 then
  82. handler[1](attacker, targetMode, skillTargets)
  83. end
  84. handlerFenTan(attacker, targetMode, skillTargets, cmdTargets, skillID)
  85. end
  86. local ret = { }
  87. for _, v in ipairs(targets) do
  88. ret[#ret + 1] = v
  89. end
  90. return ret
  91. end
  92. local function getTargetList(side,isSkillTarget,exclude,skillTargets)
  93. local targetList = {}
  94. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[side]) do
  95. local obj = getObj(pos)
  96. if canTarget(obj) then
  97. targetList[#targetList+1] = obj
  98. end
  99. end
  100. if isSkillTarget ~= 1 then
  101. local skillTargetList = {}
  102. for _,obj in ipairs(skillTargets) do
  103. skillTargetList[#skillTargetList + 1] = obj
  104. end
  105. if exclude == 1 then
  106. targetList = skillTargetList
  107. else
  108. --从targetList中剔除skillTargetList
  109. for _,obj in ipairs(skillTargetList) do
  110. for i = 1,#targetList do
  111. if targetList[i].pos == obj.pos then
  112. table.remove(targetList,i)
  113. break
  114. end
  115. end
  116. end
  117. end
  118. end
  119. return targetList
  120. end
  121. -- 全体目标
  122. --[[
  123. @param2 = {
  124. handlerID,
  125. side 0: 全部双方 1:敌方 2: 己方
  126. isSkillTarget 1:非 2:是;默认1
  127. exclude 1: 否 2:是 和isSkillTarget关联,是skillTarget还是取非skillTarget
  128. }
  129. @param3 = targetObjList 技能目标(所有目标)
  130. ]]
  131. local function handler2(attacker,targetMode,skillTargets)
  132. local targetSide = getTargetSide(attacker,targetMode)
  133. -- 如果传入有skillTarget 优先使用技能所带的target集合
  134. local isSkillTarget = targetMode[3] or 1
  135. local exclude = targetMode[4] or 1
  136. local targetList = getTargetList(targetSide,isSkillTarget,exclude,skillTargets)
  137. -- 转化为目标target
  138. for _,obj in ipairs (targetList) do
  139. targets[#targets + 1] = obj
  140. end
  141. end
  142. -- 自己
  143. local function handler10(attacker)
  144. --if canTarget(obj) then
  145. targets[1] = attacker
  146. --end
  147. end
  148. -- 选择指定排号
  149. --[[
  150. @param2 = {
  151. handlerID,
  152. side,
  153. cnt,
  154. {1,2}
  155. }
  156. ]]
  157. local function handler28(attacker,targetMode)
  158. local targetSide = getTargetSide(attacker,targetMode)
  159. -- 若没有配置默认攻击全部排
  160. local rowList = targetMode[4] or {1,2,3}
  161. local targetPosList = {}
  162. -- 待优化@mafei
  163. for row,list in pairs(CombatDefine.ROW2POS[targetSide]) do
  164. if table.find(rowList,row) then
  165. for _,pos in pairs(list) do
  166. table.insert(targetPosList,pos)
  167. end
  168. end
  169. end
  170. local cnt = targetMode[3]
  171. -- 随机打乱排序
  172. table.shuffle(targetPosList)
  173. for _,pos in ipairs(targetPosList) do
  174. local obj = getObj(pos)
  175. if canTarget(obj) and obj.pos ~= attacker.pos then
  176. targets[#targets+1] = obj
  177. end
  178. if #targets >= cnt then
  179. return
  180. end
  181. end
  182. end
  183. -- 随机选择X个目标
  184. --[[
  185. @param2 = {
  186. handlerID,
  187. side,
  188. cnt, 选择的数量 默认为1
  189. isSelf 0/默认:不做判定 1:不能选择自己, 2:必须有自己
  190. }
  191. ]]
  192. local function handler6(attacker,targetMode)
  193. local targetSide = getTargetSide(attacker,targetMode)
  194. -- 默认选择一个
  195. local cnt = targetMode[3] or 1
  196. local noSelf = targetMode[4] or 0
  197. local targetList = {}
  198. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  199. local obj = getObj(pos)
  200. if canTarget(obj) then
  201. targetList[#targetList+1] = obj
  202. end
  203. end
  204. if noSelf == 2 then
  205. targets[#targets+1] = attacker
  206. end
  207. table.shuffle(targetList)
  208. for _,obj in ipairs(targetList) do
  209. if #targets >= cnt then
  210. break
  211. end
  212. if obj.pos ~= attacker.pos or noSelf == 0 then
  213. targets[#targets+1] = obj
  214. end
  215. end
  216. end
  217. -- 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
  218. --[[
  219. @param2 = {
  220. handlerID,
  221. side,
  222. cnt, 选择的数量 默认为1
  223. attrID, 属性ID
  224. order, 排序方式 0 升序, 1 降序 默认为升序
  225. }
  226. ]]
  227. local function handler7(attacker,targetMode)
  228. local cnt = targetMode[3] or 1
  229. local attrID = targetMode[4] or RoleDefine.HP -- 默认是HP
  230. local order = targetMode[5] or 0 -- 默认升序
  231. local targetList = {}
  232. local targetSide = getTargetSide(attacker,targetMode)
  233. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  234. local obj = getObj(pos)
  235. if canTarget(obj) then
  236. targetList[#targetList+1] = obj
  237. end
  238. end
  239. table.sort(targetList,function(a,b)
  240. local a_attr = CombatObj.getValue(a,attrID)
  241. local b_attr = CombatObj.getValue(b,attrID)
  242. local ret = a_attr < b_attr
  243. if order ~= 0 then
  244. ret = a_attr > b_attr
  245. end
  246. return ret
  247. end)
  248. for i = 1,cnt do
  249. targets[#targets + 1] = targetList[i]
  250. if #targets >= cnt then
  251. break
  252. end
  253. end
  254. end
  255. -- 选择正前方一列的X目标
  256. --[[
  257. @param2 = {
  258. handlerID,
  259. side,
  260. cnt,
  261. col, 默认正前方,否则选择colList行数
  262. }
  263. ]]
  264. local function handler26(attacker,targetMode)
  265. local cnt = targetMode[3] or 1
  266. local targetCol = targetMode[4]
  267. local targetSide = getTargetSide(attacker,targetMode)
  268. -- 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
  269. if not targetCol then
  270. for col,list in pairs(CombatDefine.COLUMN2POS[attacker.side]) do
  271. if table.find(list,attacker.pos) then
  272. targetCol = col
  273. break
  274. end
  275. end
  276. end
  277. -- 筛选出还存在的列
  278. local colList = {}
  279. for col,list in pairs(CombatDefine.COLUMN2POS[targetSide]) do
  280. local colObjList = {}
  281. for i = 1,#list do
  282. local obj = getObj(list[i])
  283. if canTarget(obj) then
  284. table.insert(colObjList,obj)
  285. end
  286. end
  287. if #colObjList > 0 then
  288. table.insert(colList,colObjList)
  289. end
  290. end
  291. -- 没有可选的列
  292. if #colList == 0 then
  293. return
  294. end
  295. local targetList
  296. for col,list in ipairs(colList) do
  297. if col == targetCol then
  298. targetList = list
  299. break
  300. end
  301. end
  302. if not targetList then
  303. table.shuffle(colList)
  304. targetList = colList[1]
  305. end
  306. for _,obj in ipairs(targetList) do
  307. targets[#targets+1] = obj
  308. if #targets > cnt then
  309. break
  310. end
  311. end
  312. end
  313. -- 选择英雄数量最多的一列或者一行
  314. --[[
  315. @param2 = {
  316. handlerID,
  317. side,
  318. cnt,
  319. col 1表示列,2表示行,默认为1
  320. }
  321. ]]
  322. local function handler31(attacker,targetMode)
  323. local cnt = targetMode[3] or 1
  324. local mode = targetMode[4] or 1
  325. local targetSide = getTargetSide(attacker,targetMode)
  326. local posList = CombatDefine.COLUMN2POS
  327. if mode ~= 1 then
  328. posList = CombatDefine.ROW2POS
  329. end
  330. local targetObjList = {}
  331. for _,list in ipairs(posList[targetSide]) do
  332. local objList = {}
  333. for i = 1,#list do
  334. local obj = getObj(list[i])
  335. -- 确认是武将(英雄)
  336. if canTarget(obj) and obj.isPet then
  337. table.insert(objList,obj)
  338. end
  339. end
  340. if #targetObjList <= #objList then
  341. targetObjList = objList
  342. end
  343. end
  344. -- 筛选最后的targets
  345. table.shuffle(targetObjList)
  346. for i = 1,#targetObjList do
  347. targets[#targets+1] = targetObjList[i]
  348. if #targets >= cnt then
  349. break
  350. end
  351. end
  352. end
  353. --随机 选择目标 多次
  354. --[[
  355. @param2 = {
  356. handlerID,
  357. side,
  358. cnt, 随机选择的次数, 默认一次
  359. maxCnt 同一目标最多的次数,默认一次
  360. }
  361. ]]
  362. local function handler29(attacker,targetMode)
  363. local cnt = targetMode[3] or 1
  364. local maxCnt = targetMode[4] or 1
  365. local targetSide = getTargetSide(attacker,targetMode)
  366. local targetList = {}
  367. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  368. local obj = getObj(pos)
  369. if canTarget(obj) then
  370. table.insert(targetList,obj)
  371. end
  372. end
  373. local cntMap = {}
  374. for i = 0,cnt do
  375. local obj = table.shuffle(targetList)[#targetList]
  376. local objPos = obj.pos
  377. cntMap[objPos] = cntMap[objPos] or 0
  378. targets[#targets + 1] = obj
  379. cntMap[objPos] = cntMap[objPos] + 1
  380. if cntMap[pos] >= maxCnt then
  381. table.remove(targetList,#targetList)
  382. end
  383. if #targetList <= 0 then
  384. break
  385. end
  386. end
  387. end
  388. --随机选择属性列表中一项最高的角色
  389. --[[
  390. @param2 = {
  391. handlerID,
  392. side
  393. cnt, 选择的数量,默认为1
  394. attrList, 属性列表
  395. order 排序方式 0 升序, 1 降序 默认为升序
  396. }
  397. ]]
  398. local function handler33(attacker,targetMode)
  399. local cnt = targetMode[3] or 1
  400. local attrList = targetMode[4] or {}
  401. local order = targetMode[5] or 0 -- 默认升序
  402. local targetSide = getTargetSide(attacker,targetMode)
  403. local targetList = {}
  404. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  405. local obj = getObj(pos)
  406. if canTarget(obj) then
  407. table.insert(targetList,obj)
  408. end
  409. end
  410. -- 随机出一个属性
  411. local attr = table.shuffle(attrList)[1] or RoleDefine.ATK
  412. table.sort(targetList,function(a,b)
  413. local a_attr = CombatObj.getValue(a,attr)
  414. local b_attr = CombatObj.getValue(b,attr)
  415. local ret = a_attr < b_attr
  416. if order ~= 0 then
  417. ret = a_attr > b_attr
  418. end
  419. return ret
  420. end)
  421. end
  422. -- 根据自身指定buff层数选择x个目标
  423. --[[
  424. @param2 = {
  425. handlerID,
  426. side,
  427. buffID buff ID
  428. count, buff层数 默认为1
  429. cnt, 选择几个目标 默认为1
  430. isSkillTarget 1:非 2:是;默认1
  431. exclude 1: 否 2:是 和isSkillTarget关联,是skillTarget还是取非skillTarget
  432. }
  433. ]]
  434. local function handler32(attacker, targetMode, skillTargets)
  435. local buffID = assert(targetMode[3],"invalid config")
  436. local targetSide = getTargetSide(attacker,targetMode)
  437. local isSkillTarget = targetMode[6] or 1
  438. local exclude = targetMode[7] or 1
  439. local targetList = getTargetList(targetSide,isSkillTarget,exclude,skillTargets)
  440. local exist,buffLayer = CombatBuff.isStatus(attacker,{buffID})
  441. if not exist then
  442. return
  443. end
  444. local count = math.floor(buffLayer/(targetMode[4] or 1 ))
  445. local maxHit = targetMode[5] or 1
  446. local hitObjMap = {}
  447. -- 打乱targetList表
  448. table.shuffle(targetList)
  449. -- 筛选targets
  450. while true do
  451. if #targetList <= 0 or count <= 0 then
  452. break
  453. end
  454. local r = math.random(#targetList)
  455. local obj = targetList[r]
  456. hitObjMap[obj.pos] = hitObjMap[obj.pos] or 0
  457. -- 如果有重复的obj应该也删除
  458. if hitObjMap[obj.pos] >= maxHit then
  459. table.remove(targetList,r)
  460. else
  461. hitObjMap[obj.pos] = hitObjMap[obj.pos] + 1
  462. targets[#targets+1] = obj
  463. count = count - 1
  464. end
  465. end
  466. end
  467. -- 复活x个单位
  468. --[[
  469. @param2 = {
  470. handlerID,
  471. side,
  472. cnt, 选择复活的数量 默认为1
  473. }
  474. ]]
  475. local function handler21(attacker,targetMode)
  476. local cnt = targetMode[3] or 1
  477. local targetSide = getTargetSide(attacker,targetMode)
  478. local targetList = getTargetList(targetSide,1)
  479. table.shuffle(targetList)
  480. for _,obj in ipairs(targetList) do
  481. -- 判断能否复活
  482. if CombatBuff.canRevive(obj) then
  483. targets[#targets+1] = obj
  484. end
  485. if #targets >= cnt then
  486. break
  487. end
  488. end
  489. end
  490. --职业+攻击力排名
  491. --[[
  492. @param2 = {
  493. handlerID,
  494. side
  495. cnt,
  496. jobs, 职业列表
  497. }
  498. ]]
  499. local function handler24(attacker,targetMode)
  500. local targetSide = getTargetSide(attacker,targetMode)
  501. local targetList = {}
  502. local jobs = targetMode[4] or {}
  503. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  504. local obj = getObj(pos)
  505. if canTarget(obj) then
  506. table.insert(targetList,obj)
  507. end
  508. end
  509. local attr = RoleDefine.ATK
  510. -- 降序排列
  511. table.sort(targetList,function(a,b)
  512. local a_attr = CombatObj.getValue(a,attr)
  513. local b_attr = CombatObj.getValue(b,attr)
  514. ret = a_attr > b_attr
  515. if a_attr== b_attr then
  516. local a_idx = table.find(jobs,a.job)
  517. local b_idx = table.find(jobs,b.job)
  518. if a_idx ~= b_idx then
  519. return a_idx < b_idx
  520. end
  521. end
  522. return ret
  523. end)
  524. end
  525. ------------------------------------ 未实现功能 分界线 ------------------------------------
  526. --技能目标(所有目标)
  527. function handler11(attacker,targetMode,skillTargets)
  528. -- abandon
  529. end
  530. --默认顺序位置
  531. function handler1(attacker,targetMode)
  532. local targetSide = getTargetSide(attacker,targetMode)
  533. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  534. -- assert()
  535. --end
  536. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  537. local atkPos = attacker.backupPos or attacker.pos
  538. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  539. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  540. local obj = getObj(pos)
  541. if canTarget(obj) and obj.pos ~= attacker.pos then
  542. targets[#targets+1] = obj
  543. end
  544. if #targets >= cnt then
  545. return
  546. end
  547. end
  548. end
  549. --最近一列
  550. function handler4(attacker,targetMode)
  551. local targetSide = getTargetSide(attacker,targetMode)
  552. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  553. -- assert()
  554. --end
  555. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  556. local atkPos = attacker.backupPos or attacker.pos
  557. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  558. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  559. local obj = getObj(pos)
  560. if canTarget(obj) and obj.pos ~= attacker.pos then
  561. targets[#targets+1] = obj
  562. end
  563. if #targets >= cnt then
  564. return
  565. end
  566. end
  567. end
  568. --随机前,中,后排
  569. function handler5(attacker,targetMode)
  570. -- abandon
  571. end
  572. --血量最高
  573. function handler8(attacker,targetMode)
  574. local targetSide = getTargetSide(attacker,targetMode)
  575. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  576. -- assert()
  577. --end
  578. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  579. local atkPos = attacker.backupPos or attacker.pos
  580. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  581. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  582. local obj = getObj(pos)
  583. if canTarget(obj) and obj.pos ~= attacker.pos then
  584. targets[#targets+1] = obj
  585. end
  586. if #targets >= cnt then
  587. return
  588. end
  589. end
  590. end
  591. --攻击最高
  592. --[[
  593. attacker = {
  594. backupPos,
  595. pos,
  596. }
  597. targetMode = [9,2,3] 选择类型,side(地方或者己方),选择人数
  598. ]]
  599. function handler9(attacker,targetMode)
  600. local targetSide = getTargetSide(attacker,targetMode)
  601. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  602. -- assert()
  603. --end
  604. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  605. local atkPos = attacker.backupPos or attacker.pos
  606. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  607. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  608. local obj = getObj(pos)
  609. if canTarget(obj) and obj.pos ~= attacker.pos then
  610. targets[#targets+1] = obj
  611. end
  612. if #targets >= cnt then
  613. return
  614. end
  615. end
  616. end
  617. --技能目标(指定第几个目标)
  618. function handler12(attacker,targetMode,skillTargets)
  619. local targetSide = getTargetSide(attacker,targetMode)
  620. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  621. -- assert()
  622. --end
  623. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  624. local atkPos = attacker.backupPos or attacker.pos
  625. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  626. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  627. local obj = getObj(pos)
  628. if canTarget(obj) and obj.pos ~= attacker.pos then
  629. targets[#targets+1] = obj
  630. end
  631. if #targets >= cnt then
  632. return
  633. end
  634. end
  635. end
  636. --被击时攻击者
  637. function handler13(attacker,targetMode,skillTargets)
  638. local targetSide = getTargetSide(attacker,targetMode)
  639. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  640. -- assert()
  641. --end
  642. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  643. local atkPos = attacker.backupPos or attacker.pos
  644. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  645. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  646. local obj = getObj(pos)
  647. if canTarget(obj) and obj.pos ~= attacker.pos then
  648. targets[#targets+1] = obj
  649. end
  650. if #targets >= cnt then
  651. return
  652. end
  653. end
  654. end
  655. --额外作用目标
  656. function handler14(attacker,targetMode,skillTargets,cmdTargets)
  657. local targetSide = getTargetSide(attacker,targetMode)
  658. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  659. -- assert()
  660. --end
  661. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  662. local atkPos = attacker.backupPos or attacker.pos
  663. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  664. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  665. local obj = getObj(pos)
  666. if canTarget(obj) and obj.pos ~= attacker.pos then
  667. targets[#targets+1] = obj
  668. end
  669. if #targets >= cnt then
  670. return
  671. end
  672. end
  673. end
  674. --技能目标(生命高于或者低于攻击方)
  675. function handler15(attacker,targetMode,skillTargets)
  676. local targetSide = getTargetSide(attacker,targetMode)
  677. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  678. -- assert()
  679. --end
  680. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  681. local atkPos = attacker.backupPos or attacker.pos
  682. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  683. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  684. local obj = getObj(pos)
  685. if canTarget(obj) and obj.pos ~= attacker.pos then
  686. targets[#targets+1] = obj
  687. end
  688. if #targets >= cnt then
  689. return
  690. end
  691. end
  692. end
  693. --技能目标(护甲高于或者低于攻击方)
  694. function handler16(attacker,targetMode,skillTargets)
  695. local targetSide = getTargetSide(attacker,targetMode)
  696. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  697. -- assert()
  698. --end
  699. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  700. local atkPos = attacker.backupPos or attacker.pos
  701. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  702. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  703. local obj = getObj(pos)
  704. if canTarget(obj) and obj.pos ~= attacker.pos then
  705. targets[#targets+1] = obj
  706. end
  707. if #targets >= cnt then
  708. return
  709. end
  710. end
  711. end
  712. --血量百分比最少
  713. function handler17(attacker,targetMode)
  714. local targetSide = getTargetSide(attacker,targetMode)
  715. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  716. -- assert()
  717. --end
  718. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  719. local atkPos = attacker.backupPos or attacker.pos
  720. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  721. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  722. local obj = getObj(pos)
  723. if canTarget(obj) and obj.pos ~= attacker.pos then
  724. targets[#targets+1] = obj
  725. end
  726. if #targets >= cnt then
  727. return
  728. end
  729. end
  730. end
  731. --血量最少,优先选择非满血的英雄
  732. function handler18(attacker,targetMode)
  733. local targetSide = getTargetSide(attacker,targetMode)
  734. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  735. -- assert()
  736. --end
  737. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  738. local atkPos = attacker.backupPos or attacker.pos
  739. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  740. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  741. local obj = getObj(pos)
  742. if canTarget(obj) and obj.pos ~= attacker.pos then
  743. targets[#targets+1] = obj
  744. end
  745. if #targets >= cnt then
  746. return
  747. end
  748. end
  749. end
  750. --随机后排,优先选择非满血的英雄
  751. function handler19(attacker,targetMode)
  752. local targetSide = getTargetSide(attacker,targetMode)
  753. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  754. -- assert()
  755. --end
  756. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  757. local atkPos = attacker.backupPos or attacker.pos
  758. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  759. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  760. local obj = getObj(pos)
  761. if canTarget(obj) and obj.pos ~= attacker.pos then
  762. targets[#targets+1] = obj
  763. end
  764. if #targets >= cnt then
  765. return
  766. end
  767. end
  768. end
  769. --随机,优先选择非满血的英雄
  770. function handler20(attacker,targetMode)
  771. local targetSide = getTargetSide(attacker,targetMode)
  772. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  773. -- assert()
  774. --end
  775. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  776. local atkPos = attacker.backupPos or attacker.pos
  777. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  778. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  779. local obj = getObj(pos)
  780. if canTarget(obj) and obj.pos ~= attacker.pos then
  781. targets[#targets+1] = obj
  782. end
  783. if #targets >= cnt then
  784. return
  785. end
  786. end
  787. end
  788. --非技能目标
  789. function handler22(attacker,targetMode,skillTargets)
  790. local targetSide = getTargetSide(attacker,targetMode)
  791. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  792. -- assert()
  793. --end
  794. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  795. local atkPos = attacker.backupPos or attacker.pos
  796. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  797. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  798. local obj = getObj(pos)
  799. if canTarget(obj) and obj.pos ~= attacker.pos then
  800. targets[#targets+1] = obj
  801. end
  802. if #targets >= cnt then
  803. return
  804. end
  805. end
  806. end
  807. --技能目标(速度高于或者低于攻击方)
  808. function handler23(attacker,targetMode,skillTargets)
  809. local targetSide = getTargetSide(attacker,targetMode)
  810. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  811. -- assert()
  812. --end
  813. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  814. local atkPos = attacker.backupPos or attacker.pos
  815. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  816. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  817. local obj = getObj(pos)
  818. if canTarget(obj) and obj.pos ~= attacker.pos then
  819. targets[#targets+1] = obj
  820. end
  821. if #targets >= cnt then
  822. return
  823. end
  824. end
  825. end
  826. --职业优先
  827. function handler25(attacker,targetMode)
  828. local targetSide = getTargetSide(attacker,targetMode)
  829. if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  830. assert()
  831. end
  832. local cnt = targetMode[3] or 1
  833. local job = targetMode[4]
  834. local temp = {}
  835. for _,pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  836. local obj = getObj(pos)
  837. if canTarget(obj) and obj.job == job then
  838. targets[#targets + 1] = obj
  839. end
  840. if #targets >= cnt then
  841. break
  842. end
  843. end
  844. if #targets == 0 then
  845. handler1(attacker,targetMode)
  846. end
  847. return
  848. end
  849. --默认顺序位置2
  850. function handler27(attacker,targetMode)
  851. local targetSide = getTargetSide(attacker,targetMode)
  852. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  853. -- assert()
  854. --end
  855. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  856. local atkPos = attacker.backupPos or attacker.pos
  857. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  858. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  859. local obj = getObj(pos)
  860. if canTarget(obj) and obj.pos ~= attacker.pos then
  861. targets[#targets+1] = obj
  862. end
  863. if #targets >= cnt then
  864. return
  865. end
  866. end
  867. end
  868. --攻击最高
  869. function handler30(attacker,targetMode)
  870. local targetSide = getTargetSide(attacker,targetMode)
  871. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  872. -- assert()
  873. --end
  874. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  875. local atkPos = attacker.backupPos or attacker.pos
  876. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  877. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  878. local obj = getObj(pos)
  879. if canTarget(obj) and obj.pos ~= attacker.pos then
  880. targets[#targets+1] = obj
  881. end
  882. if #targets >= cnt then
  883. return
  884. end
  885. end
  886. end
  887. ------------------------------ 分界线 ------------------------------
  888. -- 目前是一样了,等策划配置好skill表后删掉 @mafei
  889. function handler3(attacker,targetMode)
  890. return handler28(attacker,targetMode)
  891. end
  892. --------------------------------------------------------------------
  893. function handlerInit(attacker, targetMode)
  894. -- 清除分摊标志
  895. attacker.handBuffCalcType = nil
  896. for _, pos in ipairs(CombatDefine.SIDE2POS[0]) do
  897. local obj = getObj(pos)
  898. if obj then
  899. obj.fentq = nil
  900. end
  901. end
  902. end
  903. -- 处理所有对象是否需要分摊
  904. function handlerFenTan(attacker, targetMode, skillTargets, cmdTargets, skillID)
  905. if #targets <= 0 then return end
  906. if skillID then
  907. local skillConfig = SkillExcel[skillID]
  908. if skillConfig then
  909. if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan then
  910. return
  911. end
  912. end
  913. end
  914. local tagObj = targets[1]
  915. local targetSide = tagObj.side
  916. local fentq = {}
  917. local fentCnt = 0
  918. for _, pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  919. local obj = getObj(pos)
  920. if obj and canTarget(obj) and obj.bufferCmd["fentan"] then
  921. fentq[pos] = 1
  922. fentCnt = fentCnt + 1
  923. end
  924. end
  925. -- 分摊比列
  926. for _, pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  927. local obj = getObj(pos)
  928. if obj and canTarget(obj) and obj.bufferCmd["fentan"] then
  929. obj.fentq = fentCnt
  930. -- 把不在队列的分摊对象加入到队列当中
  931. local find = false
  932. for _, tarobj in ipairs(targets) do
  933. if tarobj.pos == obj.pos then
  934. find = true
  935. end
  936. end
  937. if not find then
  938. targets[#targets + 1] = obj
  939. end
  940. end
  941. end
  942. end
  943. function handlerHunluan(attacker,targetMode)
  944. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  945. local len = 0
  946. local selectList = {}
  947. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  948. local obj = getObj(pos)
  949. if canTarget(obj) then
  950. len = len + 1
  951. selectList[len] = obj
  952. end
  953. end
  954. -- 混乱要随机选择目标 modify buy dxzeng
  955. local randomLen = #selectList
  956. if randomLen <= 0 or cnt <= 0 then return end
  957. if cnt > randomLen then
  958. cnt = randomLen
  959. end
  960. for index = 1, cnt do
  961. local len = 0
  962. local tempRandom = {}
  963. for k, v in pairs(selectList) do
  964. len = len + 1
  965. tempRandom[len] = k
  966. end
  967. local randomIndex = math.random(1, len)
  968. local selectIndex = tempRandom[randomIndex]
  969. targets[#targets+1] = selectList[selectIndex]
  970. selectList[selectIndex] = nil
  971. end
  972. end
  973. function handlerStatus(attacker,status)
  974. local targetSide
  975. if attacker.side == CombatDefine.ATTACK_SIDE then
  976. targetSide = CombatDefine.DEFEND_SIDE
  977. else
  978. targetSide = CombatDefine.ATTACK_SIDE
  979. end
  980. for _,pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  981. local obj = getObj(pos)
  982. if canTarget(obj) and CombatBuff.isStatus(obj,status) then
  983. targets[#targets+1] = obj
  984. return
  985. end
  986. end
  987. end
  988. handler = handler or {} --选择策略
  989. handler[1] = handler1 --1 默认顺序位置
  990. handler[2] = handler2 --2 全体
  991. handler[3] = handler3 --3 前排,中排,后排
  992. handler[4] = handler4 --4 前方一列
  993. handler[5] = handler5 --5 随机前排,中排,后排
  994. handler[6] = handler6 --6 随机
  995. handler[7] = handler7 --7 血量最少
  996. handler[8] = handler8 --8 血量最高
  997. handler[9] = handler9 --9 攻击最高
  998. handler[10] = handler10 --10 自己
  999. handler[11] = handler11 --11 技能目标(所有目标)
  1000. handler[12] = handler12 --12 技能目标(指定第几个目标)
  1001. handler[13] = handler13 --13 被击时攻击者
  1002. handler[14] = handler14 --14 额外作用目标
  1003. handler[15] = handler15 --15 技能目标(生命高于或者低于攻击方)
  1004. handler[16] = handler16 --16 技能目标(护甲高于或者低于攻击方)
  1005. handler[17] = handler17 --17 技能目标(血量百分比最少)
  1006. handler[18] = handler18 --18 技能目标(血量最少,优先选择非满血的英雄)
  1007. handler[19] = handler19 --19 随机后排,优先选择非满血的英雄
  1008. handler[20] = handler20 --20 随机,优先选择非满血的英雄
  1009. handler[21] = handler21 --21 死亡武将
  1010. handler[22] = handler22 --22 非技能目标
  1011. handler[23] = handler23 --23 技能目标(速度高于或者低于攻击方)
  1012. handler[24] = handler24 --24 职业+攻击力排名
  1013. handler[25] = handler25 --25 职业优先
  1014. handler[26] = handler26 --26 同一列
  1015. handler[27] = handler27 --27 同一列
  1016. handler[28] = handler28 --27 同一列
  1017. handler[29] = handler29 --27 同一列
  1018. handler[30] = handler30 --30 自己跟目标攻击最高
  1019. handler[31] = handler31 --31 同行人数最多
  1020. handler[32] = handler32 --32 指定buff选择
  1021. handler[33] = handler33 --32 指定buff选择
  1022. --对象选择器end