RoleAttr.lua 15 KB

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  1. ----------------------------------
  2. -- 人物属性
  3. -- doCalc 重算人物属性
  4. -- doCalcHero 重算英雄属性 并赋值到human缓存中
  5. -- calcMonsterConf 重算怪物属性 返回属性列表attrs
  6. -- calcHeroGrid 根据英雄grid重算英雄属性 返回属性列表attrs
  7. -- updateValue 更新属性
  8. -- calcZhandouli 根据属性计算战力
  9. -- calcPingFen 计算评分
  10. ----------------------------------
  11. local RoleExcel = require("excel.role")
  12. local HeroExcel = require("excel.hero").hero
  13. local skillExcel = require("excel.skill").skill
  14. local MonsterExcel = require("excel.monster").monster
  15. local MonsterAttrExcel = require("excel.monster").monsterAttr
  16. local Util = require("common.Util")
  17. local BeSkill = require("combat.BeSkill")
  18. local RoleHeadLogic = require("role.RoleHeadLogic")
  19. local FuwenLogic = require("fuwen.FuwenLogic")
  20. local HeroLogic = require("hero.HeroLogic")
  21. local HeroEquip = require("hero.HeroEquip")
  22. local RoleDefine = require("role.RoleDefine")
  23. local SkinLogic = require("skin.SkinLogic")
  24. local TheStarsLogic = require("theStars.TheStarsLogic")
  25. local UnionTecLogic = require("union.UnionTecLogic")
  26. local MoshouLogic = require("moshou.MoshouLogic")
  27. local UnionLivenessLogic = require("union.UnionLivenessLogic")
  28. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  29. local AssessExcel = require("excel.assess")
  30. local EquipExcel = require("excel.equip")
  31. local FuwenExcel = require("excel.fuwen")
  32. local RoleStrongLogic = require("role.RoleStrongLogic")
  33. local ItemDefine = require("bag.ItemDefine")
  34. local EquipLogic = require("equip.EquipLogic")
  35. local CombatPosLogic = require("combat.CombatPosLogic")
  36. local CombatDefine = require("combat.CombatDefine")
  37. local Json = require("common.Json")
  38. local Log = require("common.Log")
  39. -- 计算人数属性
  40. function doCalc(human)
  41. human.attr = human.attr or {}
  42. human.heroAttrs = human.heroAttrs or {}
  43. Util.cleanTable(human.attr)
  44. local attr = human.attr
  45. -- 取个人前六英雄的战斗力
  46. local zhandouli = CombatPosLogic.getCombatHeroZDL(human, CombatDefine.COMBAT_TYPE1)
  47. local lvConfig = RoleExcel.exp[human.db.lv+1]
  48. -- 人物属性
  49. attr[RoleDefine.LEVEL] = human.db.lv
  50. attr[RoleDefine.EXP] = human.db.exp
  51. attr[RoleDefine.EXP_MAX] = lvConfig and lvConfig.exp or 0
  52. attr[RoleDefine.ZUANSHI] = human.db.zuanshi
  53. attr[RoleDefine.JINBI] = human.db.jinbi
  54. attr[RoleDefine.FRIENDHEART] = human.db.friendHeart
  55. attr[RoleDefine.ZHANDOULI] = zhandouli
  56. human.db.zhandouli = zhandouli
  57. RoleStrongLogic.doCalcMoShouPingFen(human, attr)
  58. end
  59. function cleanHeroAttrCache(human)
  60. human.heroAttrs = {}
  61. end
  62. -- 重算英雄属性
  63. function doCalcHero(human, index, heroAttrs)
  64. local heroGrid = human.db.heroBag[index]
  65. local attrs = calcHeroGrid(heroGrid, index, human,heroAttrs)
  66. if not attrs then return end
  67. RoleStrongLogic.doCalcMoShouPingFen(human, attrs)
  68. human.heroAttrs = human.heroAttrs or {}
  69. human.heroAttrs[index] = human.heroAttrs[index] or {}
  70. Util.copyTableSimple(attrs, human.heroAttrs[index])
  71. end
  72. -- 获取怪物属性 用的地方有点多,不一定改
  73. function calcMonsterConf(monsterID, attrID, attrInput)
  74. local monsterConfig = MonsterExcel[monsterID]
  75. local attrsConfig = attrID and MonsterAttrExcel[attrID]
  76. if not attrsConfig then
  77. attrID = 1
  78. attrsConfig = MonsterAttrExcel[attrID]
  79. end
  80. local attrs = {}
  81. initCombatAttr(attrs)
  82. attrs[RoleDefine.INIT_MP] = 50
  83. attrs[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  84. attrs[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  85. -- 怪物基础属性
  86. if attrInput then
  87. for _, attr in ipairs(attrInput) do
  88. local key = attr[1]
  89. local value = attr[2]
  90. attrs[key] = (attrs[key] or 0) + value
  91. end
  92. else
  93. for _, attr in ipairs(attrsConfig.attrs) do
  94. local key = attr[1]
  95. local value = attr[2]
  96. attrs[key] = (attrs[key] or 0) + value
  97. end
  98. end
  99. -- 怪物被动技能属性
  100. BeSkill.doCalcHero(nil, attrs, nil, monsterConfig)
  101. checkLimit(attrs)
  102. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  103. return attrs
  104. end
  105. -- 根据英雄grid重算英雄属性
  106. local TEMP_HERO_ATTRS = {}
  107. local HERO_BASE_ATTRS = {}
  108. local HERO_OTHER_ATTRS = {}
  109. function calcHeroGrid(heroGrid, index, human,heroAttrs)
  110. if type(heroGrid) ~= "table" then
  111. return
  112. end
  113. initCombatAttr(TEMP_HERO_ATTRS)
  114. initCombatAttr(HERO_BASE_ATTRS)
  115. initCombatAttr(HERO_OTHER_ATTRS)
  116. if heroAttrs then
  117. for key, value in pairs(heroAttrs) do
  118. HERO_BASE_ATTRS[key] = value
  119. end
  120. Log.write(Log.LOGID_TEST, "添加融合英雄属性 HERO_BASE_ATTRS : " .. Json.Encode(HERO_BASE_ATTRS))
  121. else
  122. --默认
  123. HERO_BASE_ATTRS[RoleDefine.INIT_MP] = 50
  124. -- 默认命中100% 暴击伤害
  125. HERO_BASE_ATTRS[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  126. HERO_BASE_ATTRS[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  127. end
  128. --不同模块在英雄属性计算 begin
  129. HeroLogic.doCalcHero(heroGrid, HERO_BASE_ATTRS) -- 基础属性
  130. local heroSkinID, heroSkinSkill = SkinLogic.checkHeroSkin(human, index)
  131. if heroSkinID and heroSkinSkill then -- 皮肤属性
  132. HeroLogic.doCalcHeroSkin(heroSkinID, HERO_OTHER_ATTRS)
  133. end
  134. BeSkill.doCalcHero(heroGrid, HERO_BASE_ATTRS, heroSkinSkill) -- 被动技能属性
  135. HeroEquip.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 装备
  136. FuwenLogic.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 符文
  137. UnionTecLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 公会科技
  138. RoleHeadLogic.doCalcHero(human, HERO_OTHER_ATTRS) --称号
  139. UnionLivenessLogic.doCalcHero(human, HERO_OTHER_ATTRS) --公会活跃等级
  140. ChengjiuLogic.doCalcHero(human, HERO_OTHER_ATTRS) --成就属性加成
  141. MoshouLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 魔兽
  142. --不同模块在英雄属性计算 end
  143. -- 计算评分
  144. calcPingFen(human, heroGrid, HERO_OTHER_ATTRS)
  145. -- 最终计算
  146. calcFinalValue(HERO_BASE_ATTRS, HERO_OTHER_ATTRS, TEMP_HERO_ATTRS)
  147. heroGrid.zhandouli = TEMP_HERO_ATTRS[RoleDefine.ZHANDOULI] or 0
  148. return TEMP_HERO_ATTRS
  149. end
  150. -- 更新属性
  151. function updateValue(k, v, attrs, isBuff)
  152. if k == RoleDefine.FANSHE_ZHUANGJIA then
  153. attrs[k] = v --反射装甲直接取值
  154. elseif isBuff then
  155. attrs[k] = attrs[k] + v --战斗中添加buff属性叠加全按累加方式计算
  156. else
  157. --if RoleDefine.isBasicRate(k) then
  158. -- attrs[k] = (10000 + attrs[k])*(10000 + v)/10000 - 10000 --几何计算
  159. --else
  160. attrs[k] = attrs[k] + v --累加计算
  161. --end
  162. end
  163. end
  164. -- 计算战力
  165. function calcZhandouli(attrs)
  166. local zhandouli = 0
  167. for key, zdlcf in pairs(RoleExcel.zdlPoint) do
  168. local value = zdlcf.point
  169. if attrs[key] and attrs[key] > 0 then
  170. -- 减去默认命中
  171. local attr = attrs[key]
  172. if key == RoleDefine.JINGZHUN then
  173. attr = attr - RoleDefine.DEFAUT_MINGZHONG
  174. attr = attr < 0 and 0 or attr
  175. end
  176. -- 减去默认爆伤
  177. if key == RoleDefine.BAOJI_HURT_RATE then
  178. attr = attr - RoleDefine.DEFAUT_BAOJI_HURT_RATE
  179. attr = attr < 0 and 0 or attr
  180. end
  181. zhandouli = zhandouli + attr * value
  182. end
  183. end
  184. return math.ceil(zhandouli)
  185. end
  186. -- 计算英雄评分
  187. function calcPingFen(human, heroGrid, attr)
  188. local heroConfig = HeroExcel[heroGrid.id]
  189. if not heroConfig then return end
  190. local totalPingFen = 0
  191. -- 英雄等级评分
  192. local lv = heroGrid.lv
  193. local lvPingFen = AssessExcel.lv[lv].grade
  194. -- 英雄星级评分
  195. local star = heroGrid.star
  196. local starPingFen = AssessExcel.star[star].grade
  197. -- 英雄进阶评分
  198. local quality = heroGrid.quality
  199. local qualityPingFen = AssessExcel.quality[quality] and AssessExcel.quality[quality].grade or 0
  200. -- 英雄装备评分
  201. local equipPingFen = 0
  202. if heroGrid.equip then
  203. local mathFloor = math.floor
  204. for i = 1, ItemDefine.EQUIP_MAX_CNT do
  205. local equipGrid = heroGrid.equip[i]
  206. if equipGrid then
  207. local baseRate = EquipLogic.getEquipBaseRate(equipGrid.quality)
  208. local equipConfig = EquipExcel.equip[equipGrid.id]
  209. if equipConfig then
  210. local score = equipConfig.score
  211. score = mathFloor(score * baseRate)
  212. equipPingFen = equipPingFen + score
  213. end
  214. end
  215. end
  216. end
  217. -- 英雄符文评分
  218. local fuWenPingFen = 0
  219. for i = 1, 2 do
  220. if heroGrid.fuwen and
  221. heroGrid.fuwen[i] and
  222. heroGrid.fuwen[i].id ~= nil then
  223. local fuwenId = heroGrid.fuwen[i].id
  224. local skillLen = heroGrid.fuwen[i].skill and #heroGrid.fuwen[i].skill or 0
  225. for k = 1,skillLen do
  226. local skillID = heroGrid.fuwen[i].skill[k]
  227. local skillConfig = FuwenExcel.skill[skillID]
  228. fuWenPingFen = fuWenPingFen + AssessExcel.fuWen[skillConfig.lv].grade
  229. end
  230. end
  231. end
  232. -- 公会技能评分
  233. local unionTecPingFen = 0
  234. if human then
  235. if human.db.unionUuid and human.db.unionUuid ~= "" and
  236. human.db.technology and human.db.technology[heroConfig.job] then
  237. local technology = human.db.technology[heroConfig.job]
  238. local techCfg = nil
  239. for i = 1, UnionTecLogic.TEC_TIER_CNT do
  240. local tech = technology[i]
  241. local assessCfg = AssessExcel.union[i]
  242. if tech ~= nil and tech.lv ~= nil and tech.lv > 0 and assessCfg then
  243. unionTecPingFen = unionTecPingFen + assessCfg.grade * tech.lv
  244. end
  245. end
  246. end
  247. end
  248. attr[RoleDefine.PINGFEN_LV] = lvPingFen
  249. attr[RoleDefine.PINGFEN_STAR] = starPingFen
  250. attr[RoleDefine.PINGFEN_JINJIE] = qualityPingFen
  251. attr[RoleDefine.PINGFEN_EQUIP] = equipPingFen
  252. attr[RoleDefine.PINGFEN_FUWEN] = fuWenPingFen
  253. attr[RoleDefine.PINGFEN_UNION] = unionTecPingFen
  254. end
  255. function getPointByKey(key)
  256. local cf = RoleExcel.zdlPoint[key]
  257. if not cf then return 0 end
  258. return cf.point
  259. end
  260. -- 某些属性是有上下限的
  261. function checkLimit(attrs)
  262. attrs[RoleDefine.BAOJI] = math.max(attrs[RoleDefine.BAOJI], 0)
  263. end
  264. -- 计算最终属性
  265. local CHECKNEGATIVE = {}
  266. CHECKNEGATIVE[RoleDefine.STEAL_ATK] = 1
  267. CHECKNEGATIVE[RoleDefine.STEAL_DEF] = 1
  268. function calcFinalValue(heroAttrs, otherAttrs, attrs)
  269. heroAttrs[RoleDefine.ATK] = heroAttrs[RoleDefine.ATK] * (1 + heroAttrs[RoleDefine.ATK_RATE]/10000) * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  270. heroAttrs[RoleDefine.DEF] = heroAttrs[RoleDefine.DEF] * (1 + heroAttrs[RoleDefine.DEF_RATE]/10000) * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  271. heroAttrs[RoleDefine.HP] = heroAttrs[RoleDefine.HP] * (1 + heroAttrs[RoleDefine.HP_RATE]/10000) * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  272. heroAttrs[RoleDefine.SPEED] = heroAttrs[RoleDefine.SPEED] * (1 + heroAttrs[RoleDefine.SPEED_RATE]/10000) * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  273. otherAttrs[RoleDefine.ATK] = otherAttrs[RoleDefine.ATK] * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  274. otherAttrs[RoleDefine.DEF] = otherAttrs[RoleDefine.DEF] * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  275. otherAttrs[RoleDefine.HP] = otherAttrs[RoleDefine.HP] * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  276. otherAttrs[RoleDefine.SPEED] = otherAttrs[RoleDefine.SPEED] * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  277. for k,v in pairs(attrs) do
  278. attrs[k] = heroAttrs[k] + otherAttrs[k]
  279. if not CHECKNEGATIVE[k] then
  280. attrs[k] = math.max(attrs[k], 0)
  281. end
  282. attrs[k] = math.floor(attrs[k])
  283. end
  284. attrs[RoleDefine.ATK_RATE] = 0
  285. attrs[RoleDefine.DEF_RATE] = 0
  286. attrs[RoleDefine.HP_RATE] = 0
  287. attrs[RoleDefine.SPEED_RATE] = 0
  288. checkLimit(attrs)
  289. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  290. end
  291. -- 初始化属性
  292. function initCombatAttr(attr)
  293. attr[RoleDefine.ZHANDOULI] = 0
  294. attr[RoleDefine.PINGFEN_LV] = 0
  295. attr[RoleDefine.PINGFEN_STAR] = 0
  296. attr[RoleDefine.PINGFEN_JINJIE] = 0
  297. attr[RoleDefine.PINGFEN_EQUIP] = 0
  298. attr[RoleDefine.PINGFEN_UNION] = 0
  299. attr[RoleDefine.PINGFEN_FUWEN] = 0
  300. attr[RoleDefine.PINGFEN_MOSHOU] = 0
  301. attr[RoleDefine.ATK] = 0
  302. attr[RoleDefine.DEF] = 0
  303. attr[RoleDefine.HP] = 0
  304. attr[RoleDefine.SPEED] = 0
  305. attr[RoleDefine.SKILL_HURT_RATE] = 0
  306. attr[RoleDefine.JINGZHUN] = 0
  307. attr[RoleDefine.GEDANG] = 0
  308. attr[RoleDefine.BAOJI] = 0
  309. attr[RoleDefine.BAOJI_HURT_RATE] = 0
  310. attr[RoleDefine.POJIA] = 0
  311. attr[RoleDefine.MIANKONG_RATE] = 0
  312. attr[RoleDefine.JIANSHANG_RATE] = 0
  313. attr[RoleDefine.SHENSHENG_HURT_RATE] = 0
  314. attr[RoleDefine.INIT_MP] = 0
  315. attr[RoleDefine.SHANBI] = 0
  316. attr[RoleDefine.KONG_RATE] = 0
  317. attr[RoleDefine.ATK_RATE] = 0
  318. attr[RoleDefine.DEF_RATE] = 0
  319. attr[RoleDefine.HP_RATE] = 0
  320. attr[RoleDefine.SPEED_RATE] = 0
  321. attr[RoleDefine.XURUO] = 0
  322. attr[RoleDefine.JOB_HURT_RATE1] = 0
  323. attr[RoleDefine.JOB_HURT_RATE2] = 0
  324. attr[RoleDefine.JOB_HURT_RATE3] = 0
  325. attr[RoleDefine.JOB_HURT_RATE4] = 0
  326. attr[RoleDefine.JOB_HURT_RATE5] = 0
  327. attr[RoleDefine.STATUS_HURT_RATE1] = 0
  328. attr[RoleDefine.STATUS_HURT_RATE2] = 0
  329. attr[RoleDefine.STATUS_HURT_RATE3] = 0
  330. attr[RoleDefine.STATUS_HURT_RATE4] = 0
  331. attr[RoleDefine.STATUS_HURT_RATE5] = 0
  332. attr[RoleDefine.STATUS_HURT_RATE6] = 0
  333. attr[RoleDefine.STATUS_HURT_RATE7] = 0
  334. attr[RoleDefine.STATUS_BAOJI_RATE1] = 0
  335. attr[RoleDefine.STATUS_BAOJI_RATE2] = 0
  336. attr[RoleDefine.STATUS_BAOJI_RATE3] = 0
  337. attr[RoleDefine.STATUS_BAOJI_RATE4] = 0
  338. attr[RoleDefine.STATUS_BAOJI_RATE5] = 0
  339. attr[RoleDefine.STATUS_BAOJI_RATE6] = 0
  340. attr[RoleDefine.STATUS_BAOJI_RATE7] = 0
  341. attr[RoleDefine.STATUS_BAOJI_RATE8] = 0
  342. attr[RoleDefine.STATUS_MIANYI_RATE1] = 0
  343. attr[RoleDefine.STATUS_MIANYI_RATE2] = 0
  344. attr[RoleDefine.STATUS_MIANYI_RATE3] = 0
  345. attr[RoleDefine.STATUS_MIANYI_RATE4] = 0
  346. attr[RoleDefine.STATUS_MIANYI_RATE5] = 0
  347. attr[RoleDefine.STATUS_MIANYI_RATE6] = 0
  348. attr[RoleDefine.STATUS_MIANYI_RATE7] = 0
  349. attr[RoleDefine.STATUS_MIANYI_RATE8] = 0
  350. attr[RoleDefine.HP_ADD_RATE] = 0
  351. attr[RoleDefine.CHIXU_HURT_DEL_RATE] = 0
  352. attr[RoleDefine.ZAOCHENG_HP_ADD_RATE] = 0
  353. attr[RoleDefine.PHY_HURT_ADD_RATE] = 0
  354. attr[RoleDefine.MAGIC_HURT_ADD_RATE] = 0
  355. attr[RoleDefine.ANTI_BAOJI] = 0
  356. attr[RoleDefine.JIANSHANG_PHY_RATE] = 0
  357. attr[RoleDefine.JIANSHANG_MAGIC_RATE] = 0
  358. attr[RoleDefine.STEAL_ATK] = 0
  359. attr[RoleDefine.STEAL_DEF] = 0
  360. attr[RoleDefine.HURT_RATE] = 0
  361. attr[RoleDefine.BAOJI_HURT_RATE_EXTRA] = 0
  362. attr[RoleDefine.FANSHE_ZHUANGJIA] = 0
  363. attr[RoleDefine.HUDUN_COMBAT] = 0
  364. attr[RoleDefine.HURT_RATE_MAX] = 0
  365. attr[RoleDefine.STATUS_BAOJI_HURT_RATE1] = 0
  366. attr[RoleDefine.STATUS_BAOJI_HURT_RATE2] = 0
  367. attr[RoleDefine.STATUS_BAOJI_HURT_RATE3] = 0
  368. attr[RoleDefine.STATUS_BAOJI_HURT_RATE4] = 0
  369. attr[RoleDefine.STATUS_BAOJI_HURT_RATE5] = 0
  370. attr[RoleDefine.STATUS_BAOJI_HURT_RATE6] = 0
  371. attr[RoleDefine.STATUS_BAOJI_HURT_RATE7] = 0
  372. attr[RoleDefine.STATUS_BAOJI_HURT_RATE8] = 0
  373. attr[RoleDefine.ANTI_BAOJI_HURT_RATE] = 0
  374. attr[RoleDefine.JOB_JIANSHANG_RATE1] = 0
  375. attr[RoleDefine.JOB_JIANSHANG_RATE2] = 0
  376. attr[RoleDefine.JOB_JIANSHANG_RATE3] = 0
  377. attr[RoleDefine.JOB_JIANSHANG_RATE4] = 0
  378. attr[RoleDefine.JOB_JIANSHANG_RATE5] = 0
  379. attr[RoleDefine.ATK_JIANSHANG_RATE] = 0
  380. attr[RoleDefine.CAMP_JIANSHANG_RATE1] = 0
  381. attr[RoleDefine.CAMP_JIANSHANG_RATE2] = 0
  382. attr[RoleDefine.CAMP_JIANSHANG_RATE3] = 0
  383. attr[RoleDefine.CAMP_JIANSHANG_RATE4] = 0
  384. attr[RoleDefine.CAMP_JIANSHANG_RATE5] = 0
  385. attr[RoleDefine.CAMP_HURT_RATE1] = 0
  386. attr[RoleDefine.CAMP_HURT_RATE2] = 0
  387. attr[RoleDefine.CAMP_HURT_RATE3] = 0
  388. attr[RoleDefine.CAMP_HURT_RATE4] = 0
  389. attr[RoleDefine.CAMP_HURT_RATE5] = 0
  390. attr[RoleDefine.STATUS_DIKANG_RATE9] = 0
  391. attr[RoleDefine.AT_PHY_HURT_ADD_RATE] = 0
  392. attr[RoleDefine.AT_MAGIC_HURT_ADD_RATE] = 0
  393. end