CombatLogic.lua 58 KB

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  1. ----------------------------------
  2. -- 战斗逻辑
  3. -- combatBegin 开始战斗
  4. -- createCombatFakeHuman 根据uuid创角战斗human
  5. -- fight 战斗开始前各模块自己的判断函数,成功调用CombatLogic.combatBegin()
  6. -- onFightBegin 战斗帧计算前的属性重新计算
  7. -- onFightEnd 战斗结束回调,发送GC_COMBAT_FINISH前
  8. -- checkCombatPos 可否打开上阵界面(默认可打开)
  9. -- 获取双方上阵对象信息
  10. -- getCombatMonsterOutID 获取上阵怪物组id
  11. -- getCombatTarget 获取上阵human信息
  12. -- getCombatObjList 获取上阵队伍列表
  13. ----------------------------------
  14. local CombatExcel = require("excel.combat")
  15. local MonsterExcel = require("excel.monster")
  16. local HeroExcel = require("excel.hero")
  17. local SkillExcel = require("excel.skill")
  18. local BufferExcel = require("excel.buffer")
  19. local Config = require("Config")
  20. local Util = require("common.Util")
  21. local Lang = require("common.Lang")
  22. local Log = require("common.Log")
  23. local Msg = require("core.Msg")
  24. local ObjHuman = require("core.ObjHuman")
  25. local Grid = require("bag.Grid")
  26. local Broadcast = require("broadcast.Broadcast")
  27. local BeSkill = require("combat.BeSkill")
  28. local CombatObj = require("combat.CombatObj")
  29. local CombatImpl = require("combat.CombatImpl")
  30. local CombatDefine = require("combat.CombatDefine")
  31. local CombatPosLogic = require("combat.CombatPosLogic")
  32. local CombatPetCalc = require("combat.CombatPetCalc")
  33. local MoshouLogic = require("moshou.MoshouLogic")
  34. local RoleDBLogic = require("role.RoleDBLogic")
  35. local RoleAttr = require("role.RoleAttr")
  36. local RoleDefine = require("role.RoleDefine")
  37. local RoleLogic = require("role.RoleLogic")
  38. local HeroGrid = require("hero.HeroGrid")
  39. local DrillLogic = require("drill.DrillLogic")
  40. local SkinLogic = require("skin.SkinLogic")
  41. local BeginStory = require("scene.BeginStory")
  42. local Skill = require("combat.Skill")
  43. local CombatPosExcel = require("excel.combatPos")
  44. local ValleyLogic = require("valley.ValleyLogic")
  45. local LianyuLogic = require("lianyu.LianyuLogic")
  46. local TheStarsLogic = require("theStars.TheStarsLogic")
  47. local HeroDefine = require("hero.HeroDefine")
  48. local JibanLogic = require("combat.JibanLogic")
  49. local EquipLogic = require("equip.EquipLogic")
  50. local ItemDefine = require("bag.ItemDefine")
  51. local HeroLogic = require("hero.HeroLogic")
  52. local XingYaoGongMing = require("xingYaoMen.XingYaoGongMing")
  53. local MoshouLogic = require("moshou.MoshouLogic")
  54. local LostTempleCombatLogic = require("lostTemple.lostTempleCombatLogic")
  55. FieldsCombat = {
  56. lv = 1, name = 1, head = 1, headFrame = 1, unionUuid = 1, lastLogoutTime = 1,
  57. combatHero = 1, heroBag = 1, moshou = 1, technology=1, chengjiu=1,
  58. }
  59. COMBAT_CACHE = COMBAT_CACHE or {}
  60. ------------------------------------------- 模块相关 start -------------------------------------------------
  61. -- 初始
  62. COMBATTYPE_2_MODULE = COMBATTYPE_2_MODULE or {}
  63. function init()
  64. for combatType, cf in pairs(CombatExcel.combat) do
  65. if cf.moduleFn ~= "" then
  66. local moduleFn = load("return require(\""..cf.moduleFn.."\")")()
  67. COMBATTYPE_2_MODULE[combatType] = moduleFn
  68. end
  69. end
  70. end
  71. -- 获取模块
  72. function getModule(combatType)
  73. if not combatType then return end
  74. return COMBATTYPE_2_MODULE[combatType]
  75. end
  76. -- 获取攻/守方怪物组id
  77. local function getCombatMonsterOutID(human, side, combatType, args)
  78. local moduleFn = getModule(combatType)
  79. if moduleFn and moduleFn.getCombatMonsterOutID then
  80. return moduleFn.getCombatMonsterOutID(human, side, args, combatType)
  81. end
  82. end
  83. -- 获取攻/守方怪物组id
  84. function getMapID(human, combatType, param)
  85. local moduleFn = getModule(combatType)
  86. local mapID = nil
  87. if moduleFn and moduleFn.getMapID then
  88. mapID = moduleFn.getMapID(human, param)
  89. end
  90. if not mapID then
  91. local config = CombatExcel.combat[combatType]
  92. mapID = config.mapID == 0 and 1001 or config.mapID
  93. end
  94. return mapID
  95. end
  96. -- 获取是否跳过
  97. function getQuick(human, combatType)
  98. local config = CombatExcel.combat[combatType]
  99. local moduleFn = getModule(combatType)
  100. local quick = nil
  101. if moduleFn and moduleFn.getQuick then
  102. quick = moduleFn.getQuick(human, combatType)
  103. end
  104. if quick ~= nil and quick >= 0 then
  105. return quick
  106. end
  107. if human.db.combatQuick[combatType] and human.db.combatQuick[combatType] ~= 0 then
  108. if config.isQuick == 0 then
  109. human.db.combatQuick[combatType] = 0
  110. end
  111. end
  112. return config.isQuick
  113. end
  114. -- 获取攻/守方对象
  115. local function getCombatTarget(human, side, combatType, args)
  116. local moduleFn = getModule(combatType)
  117. if moduleFn and moduleFn.getCombatTarget then
  118. return moduleFn.getCombatTarget(human, side, args, combatType)
  119. end
  120. end
  121. --更新上阵信息回调
  122. function onUpdatePos(human,combatType)
  123. local moduleFn = getModule(combatType)
  124. if moduleFn and moduleFn.onUpdatePos then
  125. return moduleFn.onUpdatePos(human)
  126. end
  127. end
  128. -- 获取攻/守方上阵信息
  129. function getCombatObjList(human, side, combatType, args)
  130. if type(args) == "table" then
  131. if side == CombatDefine.ATTACK_SIDE then
  132. if args.attacker then
  133. return args.attacker, args.atkHelp, args.atkRBase, args.atkFormation,args.atkJiban
  134. end
  135. else
  136. if args.defender then
  137. return args.defender, args.defHelp, args.defRBase, args.defFormation,args.defJiban
  138. end
  139. end
  140. end
  141. -- 获取战斗模块组件
  142. local moduleFn = getModule(combatType)
  143. if not moduleFn then return end
  144. -- 模块有对应获取战斗对象的方法 ,有则调用
  145. if moduleFn.getCombatObjList then
  146. local objList, helpList, rolebase, formation,jiban = moduleFn.getCombatObjList(human, side, args, combatType)
  147. if objList then
  148. return objList, helpList, rolebase ,formation,jiban
  149. end
  150. end
  151. local monsterOutID, zhandouli = getCombatMonsterOutID(human, side, combatType, args)
  152. if monsterOutID then
  153. local objList, helpList, rolebase, formation, jiban = getMonsterObjList(monsterOutID, nil, args)
  154. if zhandouli then
  155. rolebase.zhandouli = zhandouli
  156. end
  157. return objList, helpList, rolebase,formation,jiban
  158. end
  159. if moduleFn.getHumanObjList then
  160. return moduleFn.getHumanObjList(human, combatType)
  161. end
  162. local target = getCombatTarget(human, side, combatType, args)
  163. if target then
  164. return getHumanObjList(target, combatType)
  165. end
  166. if side == CombatDefine.ATTACK_SIDE then -- 没有模块没有特写,攻防默认取自身上阵信息
  167. return getHumanObjList(human, combatType)
  168. end
  169. end
  170. --获取战斗最大回合数
  171. local function getMaxRound(human,combatType)
  172. local config = CombatExcel.combat[combatType]
  173. if config and config.maxRound and config.maxRound > 0 then
  174. return config.maxRound
  175. end
  176. return CombatDefine.COMBAT_ROUND_MAX
  177. end
  178. --获取战斗模式
  179. local function getFightMode(combatType)
  180. local config = CombatExcel.combat[combatType]
  181. if config.fightMode[1] == CombatDefine.FIGHT_MODE1 or config.fightMode[1] == CombatDefine.FIGHT_MODE3 then
  182. return config.fightMode
  183. end
  184. end
  185. -- 尝试战斗
  186. function tryCombatBegin(human, combatType, param)
  187. local moduleFn = getModule(combatType)
  188. if moduleFn and moduleFn.fight then
  189. local args = Util.split(param, "|")
  190. return moduleFn.fight(human, args, combatType)
  191. end
  192. end
  193. -- 可否打开上阵界面
  194. function checkCombatPos(human, combatType, args)
  195. local moduleFn = getModule(combatType)
  196. if moduleFn and moduleFn.checkCombatPos then
  197. return moduleFn.checkCombatPos(human, args, combatType)
  198. end
  199. return true
  200. end
  201. -- 战斗结束回调 在发送GC_COMBAT_FINISH前
  202. local function onFightEnd(human, result, combatType, cbParam, combatInfo, isSaodang,param)
  203. local moduleFn = getModule(combatType)
  204. if not moduleFn then return end
  205. if not moduleFn.onFightEnd then return end
  206. moduleFn.onFightEnd(human, result, combatType, cbParam, combatInfo, isSaodang,param)
  207. end
  208. -- 战斗名称
  209. function getCombatName(human, combatType, args)
  210. local moduleFn = getModule(combatType)
  211. if not moduleFn then return "" end
  212. if not moduleFn.getCombatName then return "" end
  213. return moduleFn.getCombatName(human, args, combatType) or ""
  214. end
  215. ------------------------------------------- 模块相关 end -------------------------------------------------
  216. -- 判断阵容是不是为空
  217. function isCombatHeroEmpty(combatHero)
  218. if not combatHero then return true end
  219. local isEmpty = true
  220. for _, heroUuid in pairs(combatHero) do
  221. if heroUuid and heroUuid ~= "" and heroUuid ~= "0" then
  222. isEmpty = nil
  223. break
  224. end
  225. end
  226. return isEmpty
  227. end
  228. -- 根据阵营和下标获取对战位置
  229. function getPos(side, index)
  230. if side == CombatDefine.ATTACK_SIDE then
  231. return index
  232. elseif side == CombatDefine.DEFEND_SIDE then
  233. return index + CombatDefine.COMBAT_HERO_CNT
  234. else
  235. assert()
  236. end
  237. end
  238. function getIndexByPos(side, pos)
  239. if side == CombatDefine.ATTACK_SIDE then
  240. return pos
  241. elseif side == CombatDefine.DEFEND_SIDE then
  242. return pos - CombatDefine.COMBAT_HERO_CNT
  243. end
  244. end
  245. -- 获取对象配置
  246. function getConfigByObj(obj)
  247. if not obj then return end
  248. local id = obj.id or obj.heroID
  249. if obj.type == CombatDefine.COMBAT_OBJ_TYPE1 then
  250. return HeroExcel.hero[id]
  251. end
  252. return MonsterExcel.monster[id]
  253. end
  254. -- 创建战斗Human
  255. function createCombatFakeHuman(uuid)
  256. if not uuid then return end
  257. local db = RoleDBLogic.getDb(uuid, FieldsCombat)
  258. if not db then return end
  259. local fakeHuman = {}
  260. fakeHuman.db = db
  261. return fakeHuman
  262. end
  263. -- 创建初始角色信息
  264. function createRoleBaseDefault()
  265. local rolebase = {}
  266. RoleLogic.makeRoleBase(nil, rolebase, nil, true)
  267. rolebase.name = Lang.COMBAT_DEFEND_NAME
  268. return rolebase
  269. end
  270. -- 根据怪物信息创建角色信息
  271. function createRoleBaseByMOutID(monsterOutID, zhandouli, args)
  272. local _, monsterConfig, monsterLv = getMonsterIDByOutID(monsterOutID, args)
  273. local rolebase = createRoleBaseDefault()
  274. if monsterConfig then
  275. rolebase.name = monsterConfig.name
  276. rolebase.lv = monsterLv or 1
  277. rolebase.head = monsterConfig.head
  278. rolebase.zhandouli = zhandouli or 0
  279. end
  280. return rolebase
  281. end
  282. -- 创建角色信息
  283. function createRoleBaseByDB(db, zhandouli)
  284. local rolebase = {}
  285. RoleLogic.makeRoleBase(db, rolebase, nil, true)
  286. rolebase.zhandouli = zhandouli or 0
  287. return rolebase
  288. end
  289. -- 根据怪物表信息创建临时对象
  290. function createMonsterObj(id, lv, attrID, index, objType, monsterOutConfig, attrInput)
  291. local monsterConfig = MonsterExcel.monster[id]
  292. if not monsterConfig then return end
  293. local obj = {}
  294. obj.type = objType or CombatDefine.COMBAT_OBJ_TYPE2
  295. obj.bagIndex = index
  296. obj.id = id
  297. obj.lv = lv
  298. obj.job = monsterConfig.job
  299. obj.quality = 6
  300. obj.star = monsterConfig.star
  301. obj.head = monsterConfig.head
  302. obj.body = monsterConfig.body
  303. obj.camp = monsterConfig.camp
  304. obj.sex = monsterConfig.sex
  305. BeSkill.initBeSkill(obj)
  306. BeSkill.setBeSkill(obj, monsterConfig, nil, monsterOutConfig)
  307. Skill.setSkill(obj, monsterConfig)
  308. obj.attrs = RoleAttr.calcMonsterConf(id, attrID, attrInput)
  309. return obj
  310. end
  311. -- 根据英雄ID信息创建临时对象
  312. function createHeroObjByID(heroId, lv, star, quality, index)
  313. local heroConfig = HeroExcel.hero[heroId]
  314. if not heroConfig then return end
  315. local obj = {}
  316. obj.type = CombatDefine.COMBAT_OBJ_TYPE1
  317. obj.bagIndex = index
  318. obj.id = heroId
  319. obj.lv = lv
  320. obj.job = heroConfig.job
  321. obj.quality = quality and quality or HeroGrid.getMaxQuality(star)
  322. obj.star = star
  323. obj.body = heroConfig.body
  324. obj.head = heroConfig.head
  325. local attrConfig = HeroDefine.getAttrConfig(obj.id, obj.star)
  326. BeSkill.initBeSkill(obj)
  327. Skill.setSkill(obj, attrConfig)
  328. BeSkill.setBeSkill(obj, attrConfig)
  329. obj.attrs = Util.copyTable(RoleAttr.calcHeroGrid(obj, index))
  330. obj.zhandouli = obj.attrs[RoleDefine.ZHANDOULI]
  331. return obj
  332. end
  333. -- 根据英雄表信息创建临时对象
  334. function createHeroObj(human, heroId, lv, star, index)
  335. local heroConfig = HeroExcel.hero[heroId]
  336. if not heroConfig then return end
  337. local obj = {}
  338. obj.type = CombatDefine.COMBAT_OBJ_TYPE1
  339. obj.bagIndex = index
  340. obj.id = heroId
  341. obj.lv = lv
  342. obj.job = heroConfig.job
  343. obj.quality = HeroGrid.getMaxQuality(star)
  344. obj.star = star
  345. obj.body = heroConfig.body
  346. obj.head = heroConfig.head
  347. local attrConfig = HeroDefine.getAttrConfig(obj.id, obj.star)
  348. BeSkill.initBeSkill(obj)
  349. if not SkinLogic.setSkill(human,index,attrConfig,obj) then
  350. Skill.setSkill(obj, attrConfig)
  351. BeSkill.setBeSkill(obj, attrConfig)
  352. end
  353. obj.attrs = Util.copyTable(RoleAttr.calcHeroGrid(obj, index, human))
  354. obj.zhandouli = obj.attrs[RoleDefine.ZHANDOULI]
  355. return obj
  356. end
  357. function createHeroObjByHeroGrid(human, heroGrid)
  358. local heroConfig = HeroExcel.hero[heroGrid.id]
  359. if not heroConfig then return end
  360. local obj = {}
  361. obj.type = CombatDefine.COMBAT_OBJ_TYPE1
  362. obj.bagIndex = heroGrid.bagIndex
  363. obj.uuid = heroGrid.uuid
  364. obj.id = heroGrid.id
  365. obj.lv = heroGrid.lv
  366. obj.job = heroConfig.job
  367. obj.quality = heroGrid.quality
  368. obj.star = heroGrid.star -- dxzeng 取db star
  369. obj.fuwen = Util.copyTable(heroGrid.fuwen)
  370. obj.bingshu = Util.copyTable(heroGrid.bingshu)
  371. obj.body, obj.head = SkinLogic.getBody(human, obj.bagIndex)
  372. obj.camp = heroConfig.camp
  373. obj.isGongMing = XingYaoGongMing.isGongMing(human, heroGrid.bagIndex)
  374. obj.sex = heroConfig.sex
  375. local attrConfig = HeroDefine.getAttrConfig(obj.id, obj.star)
  376. BeSkill.initBeSkill(obj)
  377. if not SkinLogic.setSkill(human,obj.bagIndex,attrConfig,obj) then
  378. Skill.setSkill(obj, attrConfig)
  379. BeSkill.setBeSkill(obj, attrConfig)
  380. end
  381. if heroGrid.isLostTemple then
  382. obj.attrs = Util.copyTable(LostTempleCombatLogic.getHeroAttrs(human, heroGrid.bagIndex))
  383. else
  384. obj.attrs = Util.copyTable(ObjHuman.getHeroAttrs(human, obj.bagIndex))
  385. end
  386. obj.zhandouli = obj.attrs[RoleDefine.ZHANDOULI]
  387. return obj
  388. end
  389. -- 根据英雄背包创建临时对象
  390. function createHumanObj(human, uuid)
  391. if not uuid then return end
  392. local heroGrid = HeroLogic.getHeroGridByUuid(human, uuid)
  393. if not heroGrid or type(heroGrid) ~= "table" then return end
  394. return createHeroObjByHeroGrid(human, heroGrid)
  395. end
  396. -- 根据怪物组id获取出战英雄列表
  397. function getMonsterObjList(monsterOutID, objType, args)
  398. if not monsterOutID then return end
  399. local monsterOutConfig = MonsterExcel.monsterOut[monsterOutID]
  400. if not monsterOutConfig then return end
  401. local formation = monsterOutConfig.formation
  402. if formation == 0 then
  403. formation = 1
  404. end
  405. local mationConfig = CombatPosExcel.formation[formation]
  406. local posList = mationConfig.pos
  407. if not posList then return end
  408. local objList = nil
  409. local zhandouli = 0
  410. for i, member in ipairs(monsterOutConfig.member) do
  411. local monsterID = member[1]
  412. local monsterConfig = MonsterExcel.monster[monsterID]
  413. if posList[i] then
  414. local monsterLv = member[2]
  415. local attrID = monsterOutConfig.attrID[i]
  416. local attrInput = nil
  417. if monsterOutConfig.combatType == CombatDefine.COMBAT_TYPE5 then
  418. if args then
  419. local throneID = args[1]
  420. local evolveCnt = args[2]
  421. monsterLv, attrInput = TheStarsLogic.getMonsterLvAttr(i, throneID, evolveCnt)
  422. end
  423. end
  424. local obj = createMonsterObj(monsterID, monsterLv, attrID, i, objType, monsterOutConfig.beSkill[i], attrInput)
  425. if obj then
  426. zhandouli = zhandouli + obj.attrs[RoleDefine.ZHANDOULI]
  427. objList = objList or {}
  428. local pos = posList[i]
  429. if monsterOutConfig.combatType == CombatDefine.COMBAT_TYPE10 then
  430. pos = 5
  431. end
  432. objList[pos] = obj
  433. end
  434. end
  435. end
  436. if not objList then
  437. assert(nil, "getMonsterObjList is nil, monsterOutID = " .. monsterOutID)
  438. end
  439. local rolebase = createRoleBaseByMOutID(monsterOutID, zhandouli, args)
  440. local jiban = nil -- todo 怪物的羁绊
  441. return objList, nil, rolebase,formation,jiban
  442. end
  443. -- 获取human出战英雄列表 objList, helpList, rolebase, formation
  444. function getHumanObjList(human, combatType)
  445. local teamType = CombatPosLogic.getTeamType(combatType)
  446. if not teamType then return end
  447. local combatHero, _, formation,combatHeroDB = CombatPosLogic.getCombatHeros(human, combatType)
  448. if not combatHero then return end
  449. if formation == 0 then
  450. formation = 1
  451. end
  452. local jiban = JibanLogic.getJibanHero(human,combatHeroDB)
  453. local objList = {}
  454. local zhandouli = 0
  455. for i = 1, CombatDefine.COMBAT_HERO_CNT do
  456. local uuid = combatHero[i]
  457. local obj = createHumanObj(human, uuid)
  458. if obj then
  459. zhandouli = zhandouli + obj.attrs[RoleDefine.ZHANDOULI]
  460. objList[i] = obj
  461. end
  462. end
  463. local helpList = {}
  464. local pet = MoshouLogic.createCombatMoshow(human,combatType)
  465. helpList[CombatDefine.HELP_TYPE1] = pet
  466. local rolebase = createRoleBaseByDB(human.db, zhandouli)
  467. return objList, helpList, rolebase,formation,jiban
  468. end
  469. ---------------------------------------------- msg -----------------------------------------------
  470. -- 封装对战英雄信息
  471. local function fontCombatHeroNet(net, obj)
  472. local config = getConfigByObj(obj)
  473. if not config then return end
  474. net.pos = obj.pos
  475. net.heroID = obj.id
  476. net.star = obj.star
  477. net.lv = obj.lv or 0
  478. net.body = obj.body or config.body
  479. net.hpMax = CombatObj.getHpMax(obj)
  480. net.hpNow = obj.initHp
  481. net.icon = config.head
  482. net.width = config.width
  483. net.height = config.height
  484. net.camp = config.camp
  485. net.name = config.name
  486. net.posX = CombatDefine.DEFAULT_POS_SIZE[obj.pos][1]
  487. net.posY = CombatDefine.DEFAULT_POS_SIZE[obj.pos][2]
  488. net.size = CombatDefine.DEFAULT_POS_SIZE[obj.pos][3]
  489. net.isBoss = 0
  490. net.isGongMing = obj.isGongMing or 0
  491. net.grade = config.grade or 0
  492. local len = 0
  493. for _,v in pairs(obj.skillList) do
  494. if SkillExcel.skill[v[1]].contentType == 3 then
  495. len = len + 1
  496. net.sayList[len] = v[1]
  497. end
  498. end
  499. for _,v in pairs(obj.beSkillList) do
  500. for _,v1 in ipairs(v) do
  501. if SkillExcel.skill[v1[1]].contentType == 3 then
  502. len = len + 1
  503. net.sayList[len] = v1[1]
  504. end
  505. end
  506. end
  507. net.sayList[0] = len
  508. return true
  509. end
  510. -- 封装辅助对象
  511. function fontCombatHelpNet(net, help)
  512. net.pos = help.pos
  513. net.id = help.id or 0
  514. net.head = help.head or 0
  515. net.body = help.body or 0
  516. net.skill[0] = 0
  517. local skillConfig = SkillExcel.skill[help.icon]
  518. if skillConfig then
  519. net.skill[1].id = help.icon
  520. net.skill[1].icon = skillConfig.icon
  521. net.skill[1].name = skillConfig.name
  522. net.skill[1].desc = skillConfig.desc
  523. net.skill[1].lv = help.skillLV or 0
  524. net.skill[1].index = 0
  525. net.skill[1].state = 2
  526. net.skill[0] = 1
  527. end
  528. net.args[0] = 0
  529. if help.clientArgs then
  530. local len = 0
  531. for k,v in ipairs(help.clientArgs) do
  532. len = len + 1
  533. net.args[len] = v
  534. end
  535. net.args[0] = len
  536. end
  537. return true
  538. end
  539. -- 封装战斗技能信息
  540. function fontCombatSkillNet(skillNet, skillID)
  541. local skillConfig = SkillExcel.skill[skillID]
  542. if not skillConfig then return end
  543. skillNet.skillID = skillID
  544. skillNet.fireType = skillConfig.fireType
  545. skillNet.readyAction = skillConfig.readyAction
  546. skillNet.attackPart = skillConfig.attackPart
  547. skillNet.attackAction = skillConfig.attackAction
  548. skillNet.readyEffect = skillConfig.readyEffect
  549. skillNet.attackEffect = skillConfig.attackEffect
  550. skillNet.hitEffect = skillConfig.hitEffect
  551. skillNet.flyEffect = skillConfig.flyEffect
  552. skillNet.flyCoords = skillConfig.flyCoords
  553. skillNet.hitBack = skillConfig.hitBack
  554. skillNet.effectTime = skillConfig.effectTime
  555. skillNet.contentType = skillConfig.contentType
  556. skillNet.content = skillConfig.content
  557. skillNet.movieEffect = skillConfig.movieEffect
  558. skillNet.quake = skillConfig.quake
  559. skillNet.flySound = skillConfig.flySound
  560. skillNet.fireSound = skillConfig.fireSound
  561. skillNet.hitSound = skillConfig.hitSound
  562. skillNet.cvSound = skillConfig.cvSound
  563. skillNet.screenMask = skillConfig.screenMask
  564. skillNet.screenCam = skillConfig.screenCam
  565. skillNet.largeEffect = skillConfig.largeEffect
  566. skillNet.lie = skillConfig.lie
  567. skillNet.cuoZhen = skillConfig.cuoZhen
  568. skillNet.skillDelay = skillConfig.skillDelay
  569. skillNet.isFraming = skillConfig.isFraming
  570. return true
  571. end
  572. -- 封装技能cmd
  573. local function fontSkillCmd(cmdNet, cmd)
  574. local cmdConfig = SkillExcel.cmd[cmd]
  575. if not cmdConfig then return end
  576. cmdNet.cmd = cmd
  577. cmdNet.hitEffect = cmdConfig.hitEffect
  578. cmdNet.hitSound = cmdConfig.hitSound
  579. return true
  580. end
  581. -- 封装buff
  582. local function fontBufferNet(bufferNet, bufferID)
  583. local bufferConf = BufferExcel.buffer[bufferID]
  584. if not bufferConf then return end
  585. bufferNet.bufferID = bufferID
  586. bufferNet.name = bufferConf.name
  587. bufferNet.desc = bufferConf.desc
  588. bufferNet.icon = bufferConf.icon
  589. bufferNet.keepEffect = bufferConf.keepEffect
  590. bufferNet.hitEffect = bufferConf.hitEffect
  591. bufferNet.validateEffect = bufferConf.validateEffect
  592. bufferNet.dieEffect = bufferConf.dieEffect
  593. bufferNet.cmd = bufferConf.cmd
  594. bufferNet.hitSound = bufferConf.hitSound
  595. bufferNet.holdOnDie = bufferConf.holdOnDie
  596. bufferNet.effectOffset = bufferConf.effectOffset
  597. bufferNet.canAppend = bufferConf.canAppend
  598. bufferNet.appendCnt = bufferConf.appendCnt
  599. return true
  600. end
  601. -- 封装阵法属性
  602. local function fontCombatPosAttr(attrNets, attrs)
  603. attrNets[0] = 0
  604. if type(attrs) ~= "table" then return end
  605. for key, value in pairs(attrs) do
  606. attrNets[0] = attrNets[0] + 1
  607. local attrNet = attrNets[attrNets[0]]
  608. attrNet.key = key
  609. attrNet.value = value
  610. end
  611. end
  612. -- 发送战斗开始
  613. local function sendCombatBegin(human, combatInfo, isLogin)
  614. combatInfo = combatInfo or human.combat
  615. if not combatInfo then return end
  616. local msgRet = Msg.gc.GC_COMBAT_BEGIN
  617. msgRet.isLogin = isLogin == true and 1 or 0
  618. msgRet.combatType = combatInfo.type
  619. local keepTime = os.time() - combatInfo.time
  620. if combatInfo.passTime < keepTime then
  621. combatInfo.passTime = keepTime
  622. end
  623. msgRet.keepTime = combatInfo.passTime
  624. if combatInfo.isVideo then -- 录像回放
  625. msgRet.keepTime = 0
  626. end
  627. local isCanQuick = getQuick(human, combatInfo.type)
  628. msgRet.isQuick = isCanQuick or 0
  629. msgRet.isVideo = combatInfo.isVideo == true and 1 or 0
  630. msgRet.mapID = combatInfo.mapID
  631. msgRet.speed = human.db and human.db.combatSpeed or 1
  632. msgRet.atkName = combatInfo.attacker and combatInfo.attacker.name or ""
  633. msgRet.defName = combatInfo.defender and combatInfo.defender.name or ""
  634. msgRet.atkUuid = combatInfo.attacker and combatInfo.attacker.uuid or ""
  635. msgRet.defUuid = combatInfo.defender and combatInfo.defender.uuid or ""
  636. msgRet.maxRound = combatInfo.maxRound
  637. msgRet.petCD = CombatDefine.PET_CD
  638. msgRet.heros[0] = 0
  639. msgRet.atkFormation = combatInfo.atkFormation
  640. msgRet.defFormation = combatInfo.defFormation
  641. msgRet.backup[0] = 2
  642. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  643. local obj = combatInfo.objList[i]
  644. if fontCombatHeroNet(msgRet.heros[msgRet.heros[0] + 1], obj) then
  645. msgRet.heros[0] = msgRet.heros[0] + 1
  646. end
  647. if i % CombatDefine.COMBAT_HERO_CNT == 0 then
  648. msgRet.backup[i/CombatDefine.COMBAT_HERO_CNT] = obj and obj.backupPos or 0
  649. end
  650. end
  651. msgRet.helps[0] = 0
  652. for _, help in pairs(combatInfo.helpList) do
  653. if fontCombatHelpNet(msgRet.helps[msgRet.helps[0] + 1], help) then
  654. msgRet.helps[0] = msgRet.helps[0] + 1
  655. end
  656. end
  657. msgRet.skillList[0] = 0
  658. for skillID in pairs(combatInfo.skillUseList) do
  659. if fontCombatSkillNet(msgRet.skillList[msgRet.skillList[0] + 1], skillID) then
  660. msgRet.skillList[0] = msgRet.skillList[0] + 1
  661. end
  662. end
  663. msgRet.cmdList[0] = 0
  664. if combatInfo.cmdUseList then
  665. for cmd in pairs(combatInfo.cmdUseList) do
  666. if fontSkillCmd(msgRet.cmdList[msgRet.cmdList[0] + 1], cmd) then
  667. msgRet.cmdList[0] = msgRet.cmdList[0] + 1
  668. end
  669. end
  670. end
  671. msgRet.bufferList[0] = 0
  672. for bufferID in pairs(combatInfo.bufferUseList) do
  673. if fontBufferNet(msgRet.bufferList[msgRet.bufferList[0] + 1], bufferID) then
  674. msgRet.bufferList[0] = msgRet.bufferList[0] + 1
  675. end
  676. end
  677. fontCombatPosAttr(msgRet.attrsAtk, combatInfo.posAttr[1])
  678. fontCombatPosAttr(msgRet.attrsDef, combatInfo.posAttr[2])
  679. msgRet.atkJibanDesc = JibanLogic.getDesc(combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  680. msgRet.defJibanDesc = JibanLogic.getDesc(combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  681. Msg.send(msgRet, human.fd)
  682. end
  683. -- 封装战斗帧技能信息
  684. local function fontFrameSkillNet(skillNet, skillData)
  685. skillNet.attackPos = skillData.attackPos
  686. skillNet.skillID = skillData.skillID
  687. skillNet.hitList[0] = 0
  688. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  689. local skillHitData = skillData.hitList[i]
  690. if skillHitData then
  691. skillNet.hitList[0] = skillNet.hitList[0] + 1
  692. local skillHitNet = skillNet.hitList[skillNet.hitList[0]]
  693. skillHitNet.pos = i
  694. skillHitNet.flag = skillHitData.flag
  695. skillHitNet.cmd = 0
  696. skillHitNet.hpNow = skillHitData.hpNow
  697. local frameAttrs = skillHitData.attrs
  698. skillHitNet.attrs[0] = frameAttrs and #frameAttrs or 0
  699. for j = 1, #frameAttrs do
  700. skillHitNet.attrs[j].key = frameAttrs[j][1]
  701. skillHitNet.attrs[j].value = frameAttrs[j][2]
  702. end
  703. end
  704. end
  705. skillNet.helpList[0] = 0
  706. --for i = CombatDefine.PET_POS_ATTACK, CombatDefine.PET_POS_DEFEND do
  707. -- local helpHitData = skillData.helpList and skillData.helpList[i]
  708. -- if helpHitData then
  709. -- skillNet.helpList[0] = skillNet.helpList[0] + 1
  710. -- local helpHitNet = skillNet.helpList[skillNet.helpList[0]]
  711. -- helpHitNet.pos = i
  712. -- end
  713. --end
  714. skillNet.extraList[0] = 0
  715. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  716. local extraHitData = skillData.extraList[i]
  717. if extraHitData then
  718. skillNet.extraList[0] = skillNet.extraList[0] + 1
  719. local extraHitNet = skillNet.extraList[skillNet.extraList[0]]
  720. extraHitNet.pos = i
  721. extraHitNet.flag = extraHitData.flag
  722. extraHitNet.cmd = extraHitData.cmd
  723. extraHitNet.hpNow = extraHitData.hpNow
  724. local frameAttrs = extraHitData.attrs
  725. local attrsLen = math.min(frameAttrs and #frameAttrs or 0, #extraHitNet.attrs)
  726. extraHitNet.attrs[0] = attrsLen
  727. for j = 1, attrsLen do
  728. extraHitNet.attrs[j].key = frameAttrs[j][1]
  729. extraHitNet.attrs[j].value = frameAttrs[j][2]
  730. end
  731. end
  732. end
  733. end
  734. -- 封装战斗帧buff信息
  735. local function fontFrameBuff(net, buffers)
  736. net[0] = #buffers
  737. for i = 1, net[0] do
  738. local bufferNet = net[i]
  739. local bufferData = buffers[i]
  740. bufferNet.bufferID = bufferData.id
  741. bufferNet.op = bufferData.op
  742. bufferNet.cnt = bufferData.cnt
  743. bufferNet.round = bufferData.round or -1
  744. bufferNet.hpNow = bufferData.hpNow
  745. bufferNet.attrs[0] = bufferData.attrs and #bufferData.attrs or 0
  746. for j = 1, bufferNet.attrs[0] do
  747. bufferNet.attrs[j].key = bufferData.attrs[j][1]
  748. bufferNet.attrs[j].value = bufferData.attrs[j][2]
  749. end
  750. end
  751. end
  752. -- 封装战斗帧
  753. local function fontFrameNet(net, frame)
  754. net.round = frame.round
  755. net.petCD = frame.petCD
  756. net.skillList[0] = #frame.skillList
  757. for i = 1, net.skillList[0] do
  758. local skillNet = net.skillList[i]
  759. local skillData = frame.skillList[i]
  760. fontFrameSkillNet(skillNet, skillData)
  761. end
  762. net.bufferList[0] = 0
  763. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  764. local bufferData = frame.bufferList[i]
  765. if bufferData then
  766. net.bufferList[0] = net.bufferList[0] + 1
  767. local bufferNet = net.bufferList[net.bufferList[0]]
  768. bufferNet.pos = i
  769. fontFrameBuff(bufferNet.list, bufferData)
  770. end
  771. end
  772. net.sayList[0] = 0
  773. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  774. if frame.sayList[i] then
  775. for _,saySkillID in ipairs(frame.sayList[i]) do
  776. net.sayList[0] = net.sayList[0] + 1
  777. local sayNet = net.sayList[net.sayList[0]]
  778. sayNet.pos = i
  779. sayNet.skillID = saySkillID
  780. end
  781. end
  782. end
  783. return net.skillList[0] > 0 or net.bufferList[0] > 0 or net.sayList[0] > 0
  784. end
  785. -- 发送战斗帧
  786. local function sendCombatFrame(human, combatInfo, isLogin)
  787. combatInfo = combatInfo or human.combat
  788. if not combatInfo then return end
  789. local result = combatInfo.result
  790. local msgFrame = Msg.gc.GC_COMBAT_FRAME
  791. msgFrame.isLogin = isLogin == true and 1 or 0
  792. msgFrame.isEnd = 0
  793. msgFrame.combatType = combatInfo.type
  794. msgFrame.frames[0] = 0
  795. local frameCnt = result.frames and #result.frames or 0
  796. local len = 1
  797. for i = 1, frameCnt do
  798. local frame = result.frames[i]
  799. msgFrame.frames[0] = len
  800. local frameNet = msgFrame.frames[msgFrame.frames[0]]
  801. if fontFrameNet(frameNet, frame) then
  802. if len >= CombatDefine.COMBAT_FRAME_MAXCNT then
  803. msgFrame.isEnd = (i == frameCnt) and 1 or 0
  804. Msg.send(msgFrame, human.fd)
  805. msgFrame.frames[0] = 0
  806. len = 1
  807. else
  808. len = len + 1
  809. end
  810. end
  811. end
  812. if msgFrame.isEnd == 0 or msgFrame.frames[0] > 0 then
  813. msgFrame.isEnd = 1
  814. Msg.send(msgFrame, human.fd)
  815. end
  816. end
  817. -- 发送战斗开始
  818. function sendCombatData(human, combatInfo, isLogin)
  819. sendCombatBegin(human, combatInfo, isLogin)
  820. sendCombatFrame(human, combatInfo, isLogin)
  821. end
  822. -- 封装战斗统计
  823. function fontFinishResultNet(net, obj)
  824. net.pos = obj.pos
  825. net.hurt = obj.result[1]
  826. net.hp = obj.result[2]
  827. net.beHurt = obj.result[3]
  828. net.bout = obj.result[4]
  829. net.isDie = obj.hp == 0 and 1 or 0
  830. net.heroID = obj.id or 0
  831. net.head = obj.head or 0
  832. net.lv = obj.lv or 0
  833. net.star = obj.star or 0
  834. local heroConfig = HeroExcel.hero[net.heroID]
  835. local monsterConfig = MonsterExcel.monster[net.heroID]
  836. if obj.type == CombatDefine.COMBAT_OBJ_TYPE1 then
  837. net.name = heroConfig and heroConfig.name or ""
  838. net.body = heroConfig and heroConfig.body.."" or ""
  839. net.head = heroConfig and heroConfig.head or 0
  840. net.grade = heroConfig and heroConfig.grade or 0
  841. else
  842. net.name = monsterConfig and monsterConfig.name or ""
  843. net.body = monsterConfig and monsterConfig.body.."" or ""
  844. net.head = monsterConfig and monsterConfig.head or 0
  845. net.grade = monsterConfig and monsterConfig.grade or 0
  846. end
  847. net.camp = heroConfig and heroConfig.camp or 0
  848. end
  849. -- 封装战斗结束魔兽信息
  850. local function fontFinishPetNet(net, pet)
  851. net.pos = pet.pos
  852. net.side = pet.side
  853. net.lv = pet.lv or 0
  854. net.head = pet.head
  855. end
  856. function fontCombatFinish(dataNet, combatInfo, isQuick)
  857. if not combatInfo then return end
  858. local combatConfig = CombatExcel.combat[combatInfo.type]
  859. if not combatConfig then return end
  860. dataNet.ret = combatInfo.isWin and 1 or 2
  861. dataNet.type = combatInfo.type
  862. dataNet.param = combatInfo.endParam or "0"
  863. dataNet.isVideo = (combatInfo.isVideo == true) and 1 or 0
  864. dataNet.lookType = combatInfo.lookType or 0
  865. dataNet.isQuick = isQuick or 0
  866. dataNet.combatTime = getCombatUseTime(combatInfo)
  867. dataNet.double = combatInfo.double or 0
  868. dataNet.oldLv = combatInfo.attacker.oldLv or 0
  869. dataNet.panelIDs[0] = #combatConfig.panelIDs
  870. for i, panelID in ipairs(combatConfig.panelIDs) do
  871. dataNet.panelIDs[i] = tonumber(panelID)
  872. end
  873. if combatInfo.panelID then
  874. dataNet.panelIDs[0] = dataNet.panelIDs[0] + 1
  875. dataNet.panelIDs[dataNet.panelIDs[0]] = tonumber(combatInfo.panelID)
  876. end
  877. -- 攻守方基本信息
  878. RoleLogic.makeRoleBase(combatInfo.defender, dataNet.target)
  879. RoleLogic.makeRoleBase(combatInfo.attacker, dataNet.self)
  880. -- 每个出战单位的战斗统计
  881. dataNet.result[0] = 0
  882. for pos = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  883. local obj = combatInfo.objList and combatInfo.objList[pos]
  884. if obj then
  885. dataNet.result[0] = dataNet.result[0] + 1
  886. local net = dataNet.result[dataNet.result[0]]
  887. fontFinishResultNet(net, obj)
  888. end
  889. end
  890. -- 出战魔兽
  891. for _,pos in ipairs(CombatDefine.SIDE2HELPPOS[0]) do
  892. local pet = combatInfo.helpList and combatInfo.helpList[pos]
  893. if pet and pet.isPet then
  894. dataNet.result[0] = dataNet.result[0] + 1
  895. local net = dataNet.result[dataNet.result[0]]
  896. fontFinishResultNet(net, pet)
  897. end
  898. end
  899. -- 奖励
  900. local rewardItem = combatInfo.rewardItem
  901. local len = 0
  902. for k, v in pairs(rewardItem) do
  903. if not ItemDefine.isEquip(v[1]) then
  904. len = len + 1
  905. Grid.makeItem(dataNet.items[len], v[1], v[2])
  906. end
  907. end
  908. dataNet.items[0] = EquipLogic.makeEquipItem(combatInfo, dataNet.items, len)
  909. return true
  910. end
  911. -- 发送战斗结束
  912. function sendCombatFinish(human, combatInfo)
  913. local msgRet = Msg.gc.GC_COMBAT_FINISH
  914. local dataNet = msgRet.data
  915. local isQuick = human.db.combatQuick[combatInfo.type] or 0
  916. if not fontCombatFinish(dataNet, combatInfo, isQuick) then
  917. return
  918. end
  919. BeginStory.handleBattleFail(human, combatInfo.isWin, combatInfo.type, combatInfo.isVideo, msgRet)
  920. BeginStory.handleBattle8End(human, combatInfo.isWin, combatInfo.isVideo, combatInfo.type, msgRet)
  921. BeginStory.handleBattle12End(human, combatInfo.isWin, combatInfo.isVideo, combatInfo.type, msgRet)
  922. Msg.send(msgRet,human.fd)
  923. end
  924. ---------------------------------------- 下面是战斗各种设置逻辑 ------------------------------------------------
  925. local function getMonsterBossName(param)
  926. local monsterOutID = param.monsterOutID
  927. local posList = param.posList
  928. for i,member in ipairs(MonsterExcel.monsterOut[monsterOutID].member) do
  929. local monsterID = member[1]
  930. local monsterConfig = MonsterExcel.monster[monsterID]
  931. if monsterConfig and posList[monsterID] ~= nil then
  932. return monsterConfig.name
  933. end
  934. end
  935. end
  936. -- 在各种战前加成后,重新设置血量
  937. function recalcHpFightBegin(human, combatType, cbParam)
  938. for i = 1,CombatDefine.COMBAT_HERO_CNT do
  939. local atkPos = getPos(CombatDefine.ATTACK_SIDE, i)
  940. local atkObj = CombatImpl.objList[atkPos]
  941. if atkObj then
  942. if atkObj.isSysAttrChange then
  943. CombatObj.calcAttr(atkObj)
  944. -- 重新计算血量
  945. if combatType == CombatDefine.COMBAT_TYPE9 then
  946. DrillLogic.calcAttrAtk(human, i, atkObj, cbParam)
  947. elseif combatType == CombatDefine.COMBAT_TYPE17 then
  948. ValleyLogic.calcAttr(CombatDefine.ATTACK_SIDE, i, atkObj, cbParam)
  949. elseif combatType == CombatDefine.COMBAT_TYPE8 then
  950. LianyuLogic.recalcHpFightBegin(human, i, atkObj)
  951. end
  952. end
  953. atkObj.hp = atkObj.hp or CombatObj.getHpMax(atkObj)
  954. atkObj.mp = atkObj.mp or atkObj.attr[RoleDefine.INIT_MP]
  955. atkObj.initHp = atkObj.hp
  956. atkObj.initMp = atkObj.mp
  957. end
  958. local defPos = getPos(CombatDefine.DEFEND_SIDE, i)
  959. local defObj = CombatImpl.objList[defPos]
  960. if defObj then
  961. if defObj.isSysAttrChange then
  962. CombatObj.calcAttr(defObj)
  963. if combatType == CombatDefine.COMBAT_TYPE9 then
  964. DrillLogic.calcAttrDef(human, i, defObj, cbParam)
  965. elseif combatType == CombatDefine.COMBAT_TYPE17 then
  966. ValleyLogic.calcAttr(CombatDefine.DEFEND_SIDE, i, defObj, cbParam)
  967. end
  968. end
  969. defObj.hp = defObj.hp or CombatObj.getHpMax(defObj)
  970. defObj.mp = defObj.mp or defObj.attr[RoleDefine.INIT_MP]
  971. defObj.initHp = defObj.hp
  972. defObj.initMp = defObj.mp
  973. end
  974. end
  975. end
  976. --战前加属性(包括各系统,被动技能,阵营光环)
  977. function onFightBegin(human, combatType, cbParam, param)
  978. local moduleFn = getModule(combatType)
  979. if moduleFn and moduleFn.onFightBegin then
  980. moduleFn.onFightBegin(human, cbParam, combatType, param)
  981. end
  982. BeSkill.onFightBegin(human)
  983. CombatPosLogic.onFightBegin(human)
  984. recalcHpFightBegin(human, combatType, cbParam)
  985. end
  986. function getHumanHeroList(human,combatType, cbParam)
  987. return getHumanObjList(human, combatType)
  988. end
  989. -- 设置英雄出战
  990. local function setCombatInfo(formation,objList, side)
  991. for index = 1, CombatDefine.COMBAT_HERO_CNT do
  992. local obj = objList[index]
  993. if obj then
  994. -- 出战英雄站位
  995. if CombatPosLogic.checkPos(formation,index, side) then
  996. local pos = CombatDefine.SIDE2POS[side][index]
  997. CombatImpl.setData(pos, obj) --初始化对象数据
  998. end
  999. end
  1000. end
  1001. end
  1002. -- 设置辅助对象出战
  1003. local function setHelp(helpList, side)
  1004. if not helpList then return end
  1005. for k,v in pairs(helpList) do
  1006. if k == CombatDefine.HELP_TYPE1 then
  1007. CombatPetCalc.calcGrowArgs(v)
  1008. CombatPetCalc.clacBuffArgs(v)
  1009. end
  1010. CombatImpl.setHelp(side,k,v)
  1011. end
  1012. end
  1013. -- 初始combatInfo
  1014. local function initCombatInfo(human, combatType, mapID)
  1015. local combatInfo = {}
  1016. combatInfo.time = os.time() -- 战斗时间
  1017. combatInfo.passTime = 0 -- 客户端经过的时间
  1018. combatInfo.type = combatType -- 战斗类型
  1019. combatInfo.mapID = mapID -- 地图
  1020. combatInfo.posAttr = {} -- 阵法属性
  1021. combatInfo.jiban = {} -- 阵法属性
  1022. combatInfo.attacker = nil -- 攻方基础角色信息 roleBase
  1023. combatInfo.defender = nil -- 守方基础角色信息 roleBase
  1024. combatInfo.atkJiban = nil -- 攻方羁绊英雄
  1025. combatInfo.defJiban = nil -- 守方羁绊英雄
  1026. combatInfo.isWin = nil -- 战斗结果
  1027. combatInfo.result = nil -- 战斗帧
  1028. combatInfo.skillUseList = nil -- 战斗技能
  1029. combatInfo.cmdUseList = nil -- 战斗技能命令
  1030. combatInfo.bufferUseList = nil -- 战斗buff
  1031. combatInfo.objList = nil -- 战斗英雄列表
  1032. combatInfo.helpList = nil -- 战斗魔兽列表
  1033. combatInfo.rewardItem = {} -- 奖励
  1034. combatInfo.endParam = nil -- 额外参数
  1035. combatInfo.isVideo = nil -- 是否录像
  1036. combatInfo.videoUuid = nil -- 录像uuid
  1037. combatInfo.panelID = nil -- 返回界面(特殊)
  1038. combatInfo.maxRound = nil -- 最大会合数
  1039. combatInfo.fightMode = nil -- 战斗模式
  1040. human.combat = combatInfo
  1041. return combatInfo
  1042. end
  1043. -- 为了战斗回放,某些数据需要保存
  1044. local function copyToCombatInfo(combatInfo)
  1045. combatInfo.isWin = CombatImpl.result.isWin
  1046. combatInfo.result = Util.copyTable(CombatImpl.result)
  1047. combatInfo.result.round = CombatImpl.round
  1048. combatInfo.skillUseList = Util.copyTable(CombatImpl.skillUseList)
  1049. combatInfo.cmdUseList = Util.copyTable(CombatImpl.cmdUseList)
  1050. combatInfo.bufferUseList = Util.copyTable(CombatImpl.bufferUseList)
  1051. combatInfo.objList = Util.copyTable(CombatImpl.objList)
  1052. combatInfo.helpList = Util.copyTable(CombatImpl.helpList)
  1053. combatInfo.totalAtkCnt = CombatImpl.totalAtkCnt
  1054. end
  1055. function setSkillAndBeskill(human,combatInfo)
  1056. local combatType = combatInfo.type
  1057. local moduleFn = getModule(combatType)
  1058. if moduleFn and moduleFn.setSkillAndBeskill then
  1059. moduleFn.setSkillAndBeskill(human,combatInfo)
  1060. end
  1061. end
  1062. --[[
  1063. @param1 : agent
  1064. @param2 : mapID 目前看来已经被遗弃了
  1065. @oaram3 : 对应参数
  1066. @param4 : 战斗类型
  1067. ]]
  1068. function combatBegin(human, mapID, param, combatType, cbParam, isSaodang)
  1069. if COMBAT_CACHE[human.db._id] and COMBAT_CACHE[human.db._id][combatType] then
  1070. --assert(nil, "has combat cache "..combatType .. " " .. human.db.account) -- reyes test
  1071. human.combat = COMBAT_CACHE[human.db._id][combatType].combatInfo
  1072. sendCombatData(human, human.combat)
  1073. return
  1074. end
  1075. -- 初始化战斗实现类
  1076. CombatImpl.init(combatType)
  1077. -- 获得地图ID
  1078. mapID = getMapID(human, combatType, param)
  1079. -- 获取上阵列表
  1080. local defender, defHelp, defRBase,defFormation,defJiban = getCombatObjList(human, CombatDefine.DEFEND_SIDE, combatType, param)
  1081. local attacker, atkHelp, atkRBase, atkFormation,atkJiban
  1082. if defender then
  1083. attacker, atkHelp, atkRBase, atkFormation,atkJiban = getCombatObjList(human, CombatDefine.ATTACK_SIDE, combatType, param)
  1084. end
  1085. if not (attacker and next(attacker)) then
  1086. return
  1087. end
  1088. if not defender then
  1089. return
  1090. end
  1091. local combatInfo = initCombatInfo(human, combatType, mapID)
  1092. combatInfo.attacker = atkRBase or {}
  1093. combatInfo.atkHelp = atkHelp or {}
  1094. combatInfo.atkFormation = atkFormation
  1095. combatInfo.atkJiban = atkJiban
  1096. combatInfo.defender = defRBase or {}
  1097. combatInfo.defHelp = defHelp or {}
  1098. combatInfo.defFormation = defFormation
  1099. combatInfo.defJiban = defJiban
  1100. -- 代码看来,种族属性功能还未实现 @mafei
  1101. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1102. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1103. -- 获取英雄列表的羁绊
  1104. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker,atkJiban)
  1105. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender,defJiban)
  1106. combatInfo.maxRound = getMaxRound(human,combatType)
  1107. combatInfo.fightMode = getFightMode(combatType)
  1108. --战役第五关特殊处理
  1109. BeginStory.handleBattle5(human, combatType, defender)
  1110. JibanLogic.setBeSkill(attacker,combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  1111. JibanLogic.setBeSkill(defender,combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  1112. -- 遗迹五号位?
  1113. local changePos = nil
  1114. if combatType == CombatDefine.COMBAT_TYPE10 then
  1115. for k,v in pairs(attacker) do
  1116. changePos = k
  1117. attacker[k] = nil
  1118. attacker[5] = v
  1119. break
  1120. end
  1121. end
  1122. -- 将符合阵法的战斗对象封装到objList里面? 其他对象如何处理?
  1123. setCombatInfo(atkFormation, attacker, CombatDefine.ATTACK_SIDE)
  1124. setCombatInfo(defFormation, defender, CombatDefine.DEFEND_SIDE)
  1125. -- 设置援军
  1126. setHelp(atkHelp, CombatDefine.ATTACK_SIDE)
  1127. setHelp(defHelp, CombatDefine.DEFEND_SIDE)
  1128. -- 设置最大回合数
  1129. CombatImpl.setMaxRound(combatInfo.maxRound)
  1130. -- 设置战斗模式
  1131. CombatImpl.setFightMode(combatInfo.fightMode)
  1132. --需要对技能特殊处理的(比如不重置cd)
  1133. setSkillAndBeskill(human,combatInfo)
  1134. -- 战前属性/血量重算
  1135. local tempParam = cbParam
  1136. if combatType == CombatDefine.COMBAT_TYPE10 then
  1137. tempParam = {}
  1138. tempParam.cbParam = cbParam
  1139. tempParam.changePos = changePos
  1140. end
  1141. -- 战前准备(种族 阵法等开战触发),同步属性
  1142. onFightBegin(human, combatType, tempParam, param)
  1143. makeAttrLogStr(human)
  1144. -- 战斗开始
  1145. while CombatImpl.calcFrame() do end
  1146. copyToCombatInfo(combatInfo)
  1147. combatInfo.changePos = changePos
  1148. local result = combatInfo.isWin and CombatDefine.RESULT_WIN or CombatDefine.RESULT_FAIL
  1149. local isQuick = human.db.combatQuick[combatType] == 1-- 是否跳过战斗
  1150. if isSaodang or isQuick then
  1151. -- 扫荡/跳过战斗需要立刻出结果
  1152. onFightEnd(human, result, combatType, cbParam, combatInfo, isSaodang,param)
  1153. sendCombatFinish(human, combatInfo)
  1154. else
  1155. -- 发送战斗开始+战斗帧
  1156. sendCombatData(human, combatInfo)
  1157. addCombatCache(human.db._id, combatInfo, cbParam,param)
  1158. end
  1159. makeLogStr(human) -- 写战斗日志
  1160. end
  1161. function getCombatUseTime(combatInfo)
  1162. local combatUseTime = CombatDefine.COMBAT_ATK_TIME * (combatInfo.totalAtkCnt or 0) -- 1.2秒1次行动
  1163. combatUseTime = combatUseTime + 10 --带上出场时间
  1164. return combatUseTime
  1165. end
  1166. function combatGm(human,mapID,atkFormation,attacker,defFormation,defender,atkPet,defPet,rewardItem)
  1167. local combatType = 0
  1168. local config = CombatExcel.combat[combatType]
  1169. local combatInfo = initCombatInfo(human, combatType, mapID)
  1170. combatInfo.attacker = {}
  1171. combatInfo.defender = {}
  1172. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1173. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1174. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker)
  1175. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender)
  1176. combatInfo.rewardItem = rewardItem or combatInfo.rewardItem
  1177. combatInfo.atkFormation = atkFormation
  1178. combatInfo.defFormation = defFormation
  1179. combatInfo.fightMode = config.fightMode
  1180. CombatImpl.init(combatType)
  1181. setCombatInfo(atkFormation,attacker, CombatDefine.ATTACK_SIDE)
  1182. setCombatInfo(defFormation,defender, CombatDefine.DEFEND_SIDE)
  1183. setHelp({atkPet}, CombatDefine.ATTACK_SIDE)
  1184. setHelp({defPet}, CombatDefine.DEFEND_SIDE)
  1185. combatInfo.maxRound = getMaxRound(human,combatType)
  1186. CombatImpl.setMaxRound(combatInfo.maxRound)
  1187. CombatImpl.setFightMode(combatInfo.fightMode)
  1188. -- 战前属性/血量重算
  1189. onFightBegin(human, combatType, nil, {}, {})
  1190. makeAttrLogStr(human)
  1191. while CombatImpl.calcFrame() do end
  1192. copyToCombatInfo(combatInfo)
  1193. sendCombatData(human, combatInfo)
  1194. -- 方便调试不做缓存
  1195. addCombatCache(human.db._id, combatInfo)
  1196. makeLogStr(human) -- 写战斗日志
  1197. end
  1198. function combatGuide(human, atkFormation,attacker,defFormation,defender,atkPet,defPet)
  1199. local combatType = CombatDefine.COMBAT_TYPE18
  1200. local config = CombatExcel.combat[combatType]
  1201. local combatInfo = initCombatInfo(human, combatType, config.mapID)
  1202. combatInfo.attacker = {}
  1203. combatInfo.defender = {}
  1204. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1205. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1206. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker)
  1207. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender)
  1208. combatInfo.rewardItem = rewardItem or combatInfo.rewardItem
  1209. combatInfo.atkFormation = atkFormation
  1210. combatInfo.defFormation = defFormation
  1211. combatInfo.fightMode = config.fightMode
  1212. CombatImpl.init(combatType)
  1213. setCombatInfo(atkFormation,attacker, CombatDefine.ATTACK_SIDE)
  1214. setCombatInfo(defFormation,defender, CombatDefine.DEFEND_SIDE)
  1215. setHelp({atkPet}, CombatDefine.ATTACK_SIDE)
  1216. setHelp({defPet}, CombatDefine.DEFEND_SIDE)
  1217. combatInfo.maxRound = getMaxRound(human, combatType)
  1218. CombatImpl.setMaxRound(combatInfo.maxRound)
  1219. CombatImpl.setFightMode(combatInfo.fightMode)
  1220. JibanLogic.setBeSkill(attacker,combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  1221. JibanLogic.setBeSkill(defender,combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  1222. -- 战前属性/血量重算
  1223. onFightBegin(human, combatType, nil, {}, {})
  1224. human.combat = combatInfo
  1225. while CombatImpl.calcFrame() do end
  1226. copyToCombatInfo(human.combat)
  1227. end
  1228. --
  1229. function combatVedio(human, atkFormation, attacker,defFormation,defender,atkPet,defPet, fakeHuman)
  1230. local combatType = CombatDefine.COMBAT_TYPE22
  1231. local config = CombatExcel.combat[combatType]
  1232. local combatInfo = initCombatInfo(human, combatType, config.mapID)
  1233. combatInfo.attacker = {}
  1234. combatInfo.defender = {}
  1235. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1236. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1237. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker)
  1238. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender)
  1239. combatInfo.rewardItem = rewardItem or combatInfo.rewardItem
  1240. combatInfo.atkFormation = atkFormation
  1241. combatInfo.defFormation = defFormation
  1242. combatInfo.fightMode = config.fightMode
  1243. CombatImpl.init(combatType)
  1244. setCombatInfo(atkFormation,attacker, CombatDefine.ATTACK_SIDE)
  1245. setCombatInfo(defFormation,defender, CombatDefine.DEFEND_SIDE)
  1246. setHelp({atkPet}, CombatDefine.ATTACK_SIDE)
  1247. setHelp({defPet}, CombatDefine.DEFEND_SIDE)
  1248. combatInfo.maxRound = getMaxRound(human, combatType)
  1249. CombatImpl.setMaxRound(combatInfo.maxRound)
  1250. CombatImpl.setFightMode(combatInfo.fightMode)
  1251. JibanLogic.setBeSkill(attacker,combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  1252. JibanLogic.setBeSkill(defender,combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  1253. -- 战前属性/血量重算
  1254. onFightBegin(human, combatType, nil, {}, {})
  1255. human.combat = combatInfo
  1256. while CombatImpl.calcFrame() do end
  1257. copyToCombatInfo(human.combat)
  1258. sendCombatData(fakeHuman, combatInfo)
  1259. end
  1260. -- 战斗录像
  1261. local VEDIO_COMBAT_INFO = VEDIO_COMBAT_INFO or { db = {} }
  1262. function combatFightVedio(human, heroID)
  1263. local heroConfig = HeroExcel.hero[heroID]
  1264. if not heroConfig then return end
  1265. local combatConf = CombatExcel.gm[heroConfig.gm]
  1266. if not combatConf then return end
  1267. VEDIO_COMBAT_INFO.attacker = {}
  1268. VEDIO_COMBAT_INFO.defender = {}
  1269. VEDIO_COMBAT_INFO.atkFormation = combatConf.atkF
  1270. VEDIO_COMBAT_INFO.defFormation = combatConf.defF
  1271. local atkConf = nil
  1272. for i = 1, CombatDefine.COMBAT_HERO_CNT do
  1273. atkConf = nil
  1274. for k, v in ipairs(combatConf.atk) do
  1275. if i == v[2] then
  1276. atkConf = v
  1277. break
  1278. end
  1279. end
  1280. if atkConf then
  1281. VEDIO_COMBAT_INFO.attacker[i] = createHeroObj(VEDIO_COMBAT_INFO, atkConf[1], atkConf[3], atkConf[4], i)
  1282. end
  1283. atkConf = nil
  1284. for k, v in ipairs(combatConf.def) do
  1285. if i == v[2] then
  1286. atkConf = v
  1287. break
  1288. end
  1289. end
  1290. if atkConf then
  1291. VEDIO_COMBAT_INFO.defender[i] = createHeroObj(VEDIO_COMBAT_INFO, atkConf[1], atkConf[3], atkConf[4], i)
  1292. end
  1293. end
  1294. combatVedio(VEDIO_COMBAT_INFO, VEDIO_COMBAT_INFO.atkFormation, VEDIO_COMBAT_INFO.attacker,
  1295. VEDIO_COMBAT_INFO.defFormation, VEDIO_COMBAT_INFO.defender, nil, nil, human)
  1296. end
  1297. function repeatCombat(human, combatInfo)
  1298. if not combatInfo then
  1299. return
  1300. end
  1301. if isCombating(human) then
  1302. return Broadcast.sendErr(human, Lang.COMBAT_VIDEO_LOOK_ERR_ING)
  1303. end
  1304. combatInfo.isVideo = true
  1305. human.combat = combatInfo
  1306. sendCombatData(human, combatInfo)
  1307. sendCombatFinish(human, combatInfo)
  1308. end
  1309. -- 初始属性数据写日志
  1310. function makeAttrLogStr(human)
  1311. if not Config.IS_DEBUG then
  1312. return
  1313. end
  1314. local logStr = "\n初始属性数据:\n"
  1315. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  1316. data = CombatImpl.objList[i]
  1317. if data then
  1318. logStr = logStr .. "\n\t" .. "{pos:"..data.pos.." heroID:"..data.id.."}\n\t"
  1319. for k,v in pairs(data.attr) do
  1320. if v ~= 0 then
  1321. logStr = logStr .."{key:"..k..",value:"..v.."},"
  1322. end
  1323. end
  1324. end
  1325. end
  1326. logStr = logStr .."\n"
  1327. local f = io.open("./log/fight_log.log", "w+")
  1328. f:write(logStr)
  1329. assert(io.close(f))
  1330. end
  1331. function makeLogStr(human)
  1332. if not Config.IS_DEBUG then
  1333. return
  1334. end
  1335. local logStr = "\n战斗开始数据:\n"
  1336. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  1337. data = CombatImpl.objList[i]
  1338. if data then
  1339. logStr = logStr .. "\t" .. "{pos:"..data.pos.." heroID:"..data.id.."}"
  1340. end
  1341. end
  1342. logStr = logStr .. "\n"
  1343. logStr = logStr .. "战斗帧数据:\n"
  1344. local result = CombatImpl.result
  1345. local frameCnt = result.frames and #result.frames or 0
  1346. for i = 1,frameCnt do
  1347. local data = result.frames[i]
  1348. logStr = logStr .. "\t" .. i .."帧\n"
  1349. for j = 1,#data.skillList do
  1350. local skillData = data.skillList[j]
  1351. logStr = logStr .. "\t\t技能释放 attackPos:"..skillData.attackPos.." skillID:"..skillData.skillID.."\n"
  1352. local hitLen = 0
  1353. for k = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1354. if skillData.hitList[k] then
  1355. hitLen = hitLen + 1
  1356. local skillHitData = skillData.hitList[k]
  1357. logStr = logStr .. "\t\t\t技能对象"..hitLen.." pos:"..k.." hpNow:"..skillHitData.hpNow.." attrs:"
  1358. local frameAttrs = skillHitData.attrs
  1359. local attrsLen = 0
  1360. if frameAttrs then
  1361. for m = 1,#frameAttrs do
  1362. logStr = logStr .. " {key:"..frameAttrs[m][1].." value:"..frameAttrs[m][2].."}"
  1363. end
  1364. end
  1365. logStr = logStr .. "\n"
  1366. end
  1367. end
  1368. local extraLen = 0
  1369. for k = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1370. if skillData.extraList[k] then
  1371. extraLen = extraLen + 1
  1372. local extraHitData = skillData.extraList[k]
  1373. logStr = logStr .. "\t\t\t额外作用对象"..extraLen.." pos:"..k.." cmd:"..extraHitData.cmd.." hpNow:"..extraHitData.hpNow.." attrs:"
  1374. local frameAttrs = extraHitData.attrs
  1375. if frameAttrs then
  1376. for m = 1,#frameAttrs do
  1377. logStr = logStr .. " {key:"..frameAttrs[m][1].." value:"..frameAttrs[m][2].."}"
  1378. end
  1379. end
  1380. logStr = logStr .. "\n"
  1381. end
  1382. end
  1383. end
  1384. local bufferLen = 0
  1385. for j = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1386. if data.bufferList[j] then
  1387. bufferLen = bufferLen + 1
  1388. logStr = logStr .. "\t\tbuffer更新 pos:"..j.."\n"
  1389. local bufferDataList = data.bufferList[j]
  1390. for i = 1,#bufferDataList do
  1391. local bufferData = bufferDataList[i]
  1392. logStr = logStr .. "\t\t\t bufferID:"..bufferData.id.." op:"..bufferData.op.." cnt:"..bufferData.cnt.." round:"..(bufferData.round or -1).." hpNow:"..bufferData.hpNow.." attrs:"
  1393. local attrsLen = 0
  1394. if bufferData.attrs then
  1395. for k,v in ipairs(bufferData.attrs) do
  1396. logStr = logStr .. " {key:"..v[1].." value:"..v[2].."}"
  1397. end
  1398. end
  1399. end
  1400. logStr = logStr .. "\n"
  1401. end
  1402. end
  1403. end
  1404. local f = io.open("./log/fight_log.log", "a+")
  1405. f:write(logStr)
  1406. assert(io.close(f))
  1407. end
  1408. -- 获取角色上阵的形象
  1409. function getRoleBody(human, combatType)
  1410. local teamType = CombatPosLogic.getTeamType(combatType)
  1411. local combatHero = teamType and human.db.combatHero[teamType]
  1412. if not combatHero then return end
  1413. local zhandouli = 0
  1414. local maxGrid = nil
  1415. for i = 1, CombatDefine.COMBAT_HERO_CNT do
  1416. local uuid = combatHero.list[i]
  1417. local heroGrid = HeroLogic.getHeroGridByUuid(human, uuid)
  1418. if heroGrid and type(heroGrid) == "table" and
  1419. zhandouli < heroGrid.zhandouli then
  1420. zhandouli = heroGrid.zhandouli
  1421. maxGrid = heroGrid
  1422. end
  1423. end
  1424. if not maxGrid then return end
  1425. return HeroGrid.getHeroBodyById(maxGrid.id)
  1426. end
  1427. -- 根据怪物组id获取外显
  1428. function getMonsterIDByOutID(monsterOutID, args)
  1429. local mocf = MonsterExcel.monsterOut[monsterOutID]
  1430. if not mocf then return end
  1431. local memberCnt = #mocf.member
  1432. local index = (monsterOutID % 1000) % memberCnt
  1433. if index == 0 then index = memberCnt - 1 end
  1434. local minfo = mocf.member[index]
  1435. if not minfo then
  1436. for _, minfo0 in ipairs(mocf.member) do
  1437. if minfo0[1] > 0 then
  1438. minfo = minfo0
  1439. break
  1440. end
  1441. end
  1442. end
  1443. if not minfo then return end
  1444. local monsterID = minfo[1]
  1445. local monsterLv = minfo[2]
  1446. local mcf = monsterID and MonsterExcel.monster[monsterID]
  1447. if not mcf then return end
  1448. if mocf.combatType == CombatDefine.COMBAT_TYPE5 then
  1449. if args then
  1450. local throneID = args[1]
  1451. local evolveCnt = args[2]
  1452. monsterLv = TheStarsLogic.getMonsterLvAttr(1, throneID, evolveCnt)
  1453. end
  1454. end
  1455. return monsterID, mcf, monsterLv
  1456. end
  1457. -- 根据伤害计算胜负
  1458. function calcWinByHurt(combatInfo)
  1459. if not combatInfo.isWin then return end
  1460. if not combatInfo.objList then return end
  1461. local atkHurt = 0
  1462. local defHurt = 0
  1463. local atkLive = 0
  1464. local defLive = 0
  1465. for i = 1,CombatDefine.COMBAT_HERO_CNT do
  1466. local atkPos = getPos(CombatDefine.ATTACK_SIDE, i)
  1467. local atkObj = combatInfo.objList[atkPos]
  1468. if atkObj then
  1469. atkHurt = atkHurt + atkObj.result[1]
  1470. if atkObj.hp > 0 and not atkLive then
  1471. atkLive = 1
  1472. end
  1473. end
  1474. local defPos = getPos(CombatDefine.DEFEND_SIDE, i)
  1475. local defObj = combatInfo.objList[defPos]
  1476. if defObj then
  1477. defHurt = defHurt + defObj.result[1]
  1478. if atkObj.hp > 0 and not defLive then
  1479. defLive = 1
  1480. end
  1481. end
  1482. end
  1483. if atkLive == 0 then
  1484. atkHurt = 0
  1485. elseif defLive == 0 then
  1486. defLive = 0
  1487. end
  1488. combatInfo.isWin = atkHurt > defHurt and true or false
  1489. return combatInfo.isWin
  1490. end
  1491. ------------- reyes test ---------------------
  1492. function isCombating(human)
  1493. local list = COMBAT_CACHE[human.db._id]
  1494. if not list then return end
  1495. for combatType, combatCache in pairs(list) do
  1496. if not combatCache.combatInfo.isVideo then
  1497. return true
  1498. end
  1499. end
  1500. end
  1501. function getCombatCache(uuid, type)
  1502. return COMBAT_CACHE[uuid] and COMBAT_CACHE[uuid][type]
  1503. end
  1504. function addCombatCache(uuid, combatInfo, cbParam,param)
  1505. COMBAT_CACHE[uuid] = COMBAT_CACHE[uuid] or {} -- reyes test
  1506. local tempCache = {}
  1507. local result = combatInfo.isWin and CombatDefine.RESULT_WIN or CombatDefine.RESULT_FAIL
  1508. tempCache.result = result
  1509. tempCache.combatType = combatInfo.type
  1510. tempCache.cbParam = cbParam
  1511. tempCache.combatInfo = combatInfo
  1512. tempCache.param = param
  1513. tempCache.ts = os.time() + getCombatUseTime(combatInfo)
  1514. COMBAT_CACHE[uuid][combatInfo.type] = tempCache
  1515. end
  1516. function cleanCombatCache(uuid, type)
  1517. if not COMBAT_CACHE[uuid] then return end
  1518. COMBAT_CACHE[uuid][type] = nil
  1519. if Util.getTableCount(COMBAT_CACHE[uuid]) == 0 then
  1520. COMBAT_CACHE[uuid] = nil
  1521. end
  1522. end
  1523. function clientFinish(human, type, noSend)
  1524. if COMBAT_CACHE[human.db._id] == nil or COMBAT_CACHE[human.db._id][type] == nil then
  1525. return
  1526. end
  1527. local combatCache = COMBAT_CACHE[human.db._id][type]
  1528. cleanCombatCache(human.db._id, type)
  1529. --print("onend-=----------------------")
  1530. if not combatCache.combatInfo.isVideo then
  1531. onFightEnd(human, combatCache.result, combatCache.combatType, combatCache.cbParam, combatCache.combatInfo,combatCache.param)
  1532. end
  1533. -- 绝望深渊 非失败 不发
  1534. -- 冰龙 次元魔珠 失落神庙 不走默认结算协议
  1535. if type ~= CombatDefine.COMBAT_TYPE8 and
  1536. type ~= CombatDefine.COMABT_TYPE23 and
  1537. type ~= CombatDefine.COMBAT_TYPE20 and
  1538. type ~= CombatDefine.COMBAT_TYPE24
  1539. and not noSend then
  1540. sendCombatFinish(human, combatCache.combatInfo)
  1541. end
  1542. end
  1543. function clientPassTime(human, type, passTime)
  1544. if COMBAT_CACHE[human.db._id] == nil or COMBAT_CACHE[human.db._id][type] == nil then
  1545. return
  1546. end
  1547. local combatInfo = COMBAT_CACHE[human.db._id][type].combatInfo
  1548. combatInfo.passTime = passTime
  1549. end
  1550. function onLogin(human)
  1551. checkFinish(human)
  1552. -- 这里要先check才判断cache 因为check完cache可能就空了
  1553. if COMBAT_CACHE[human.db._id] == nil then
  1554. return
  1555. end
  1556. for k, v in pairs(COMBAT_CACHE[human.db._id]) do
  1557. --assert(nil, "has combat cache "..combatType .. " " .. human.db.account) -- reyes test
  1558. human.combat = v.combatInfo
  1559. sendCombatData(human, human.combat, true)
  1560. end
  1561. end
  1562. function checkFinish(human)
  1563. if COMBAT_CACHE[human.db._id] == nil then
  1564. return
  1565. end
  1566. local now = os.time()
  1567. for k, v in pairs(COMBAT_CACHE[human.db._id]) do
  1568. if now >= v.ts then
  1569. clientFinish(human, k)
  1570. if COMBAT_CACHE[human.db._id] == nil then
  1571. return
  1572. end
  1573. end
  1574. end
  1575. end
  1576. -- 不管时间立刻结算 目前只有踢人等非正常下线会用到
  1577. function forceFinish(human)
  1578. if COMBAT_CACHE[human.db._id] == nil then
  1579. return
  1580. end
  1581. local now = os.time()
  1582. for k, v in pairs(COMBAT_CACHE[human.db._id]) do
  1583. clientFinish(human, k)
  1584. if COMBAT_CACHE[human.db._id] == nil then
  1585. return
  1586. end
  1587. end
  1588. end
  1589. function killFrames(combatInfo)
  1590. --60帧2倍速情况下大概1分半。限制录像时长再3-5分钟。节省包量
  1591. if combatInfo.result.frames and #combatInfo.result.frames > 200 then
  1592. for i = 201,#combatInfo.result.frames do
  1593. combatInfo.result.frames[i] = nil
  1594. end
  1595. end
  1596. end