| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347 |
- --[[
- 失落神庙 战斗模块
- ]]
- local Msg = require("core.Msg")
- local LuaMongo = _G.lua_mongo
- local DB = require("common.DB")
- local LostTempleExcel = require("excel.lostTemple")
- local ElementExcel = require("excel.lostTemple").Element
- local LostTempleLogic = require("lostTemple.lostTempleLogic")
- local CombatLogic = require("combat.CombatLogic")
- local CombatDefine = require("combat.CombatDefine")
- local BagLogic = require("bag.BagLogic")
- local Grid = require("bag.Grid")
- local CombatObj = require("combat.CombatObj")
- local CombatImpl = require("combat.CombatImpl")
- local HeroGrid = require("hero.HeroGrid")
- local HeroExcel = require("excel.hero")
- local CombatPosLogic = require("combat.CombatPosLogic")
- local MoshouLogic = require("moshou.MoshouLogic")
- local JibanLogic = require("combat.JibanLogic")
- local RoleDefine = require("role.RoleDefine")
- local Util = require("common.Util")
- local SkinLogic = require("skin.SkinLogic")
- local XingYaoGongMing = require("xingYaoMen.XingYaoGongMing")
- local BeSkill = require("combat.BeSkill")
- local Skill = require("combat.Skill")
- local RoleAttr = require("role.RoleAttr")
- local ItemDefine = require("bag.ItemDefine")
- local Broadcast = require("broadcast.Broadcast")
- local Lang = require("common.Lang")
- local YunYingLogic = require("yunying.YunYingLogic")
- -------------------------------------- combat -----------------------------------------
- -- 获取属性
- function getHeroAttrs(human, index)
- human.lostTempleAttr = human.lostTempleAttr or { }
- if not human.lostTempleAttr[index] then
- human.lostTempleAttr[index] = RoleAttr.calcHeroGrid(human.lostTemple.summonHero[index], index, human)
- end
- return human.lostTempleAttr[index]
- end
- -- 根据uuid 获取heroGrid
- function getHeroGridByUuid(human, uuid)
- if not uuid or uuid == "" or uuid == "0" then return end
- for index = 1, human.db.heroBag[0] do
- local heroGrid = human.db.heroBag[index]
- if heroGrid and type(heroGrid) == "table" then
- if heroGrid.uuid == uuid then
- return heroGrid
- end
- end
- end
- -- 获取临时背包的
- if human.lostTemple and human.lostTemple.summonHero then
- for i = 1, human.lostTemple.summonHero[0] do
- local heroGrid = human.lostTemple.summonHero[i]
- if heroGrid and type(heroGrid) == "table" then
- if heroGrid.uuid == uuid then
- return heroGrid
- end
- end
- end
- end
- return nil
- end
- -- 阵容设定
- function checkUpdatePos(human, msg)
- if not human.lostTemple then return end
- local posList = CombatPosLogic.getPosList(msg.formation)
- local heroList = Util.split(msg.heroList, ",")
- local helpList = Util.split(msg.helpList, ",", true)
- local cnt = 0
- local useList = { }
- local fatherList = { }
- -- 确定英雄存不存在
- for i = 1, CombatDefine.COMBAT_HERO_CNT do
- local uuid = heroList[i] or ""
- if uuid ~= "0" and uuid ~= "" then
- if i == CombatDefine.COMBAT_HERO_CNT and CombatPosLogic.canBackup(human) == 0 then
- -- 援军未激活
- return
- end
- if posList[i] == nil and i ~= CombatDefine.COMBAT_HERO_CNT then
- -- 站位不可用
- return
- end
- local heroGrid = getHeroGridByUuid(human, uuid)
- if not heroGrid then return end
- local heroConfig = HeroExcel.hero[heroGrid.id]
- if useList[uuid] or fatherList[heroGrid.id] then
- -- 同父类英雄重复
- return
- else
- cnt = cnt + 1
- useList[uuid] = true
- fatherList[heroGrid.id] = true
- end
- end
- end
- if cnt == 0 then
- -- 上阵英雄空
- return
- end
- -- 检查辅助对象是否激活 todo
- return true, heroList, helpList
- end
- -- 战斗前加属性
- function onFightBegin(human, cbParam, combatType, param)
- local putY = tonumber(param[1])
- if not putY then return end
- local grid = LostTempleLogic.checkPutByY(human, putY)
- if not grid then return end
- if not grid.monsterOutID then return end
- for index = 1, CombatDefine.COMBAT_HERO_CNT do
- -- 攻方血量
- local atkPos = CombatLogic.getPos(CombatDefine.ATTACK_SIDE, index)
- local atkObj = CombatImpl.objList[atkPos]
- if atkObj ~= nil then
- -- 英雄状态
- if human.lostTemple.heroStatus then
- local hpRate = human.lostTemple.heroStatus[atkObj.uuid] or 1.0
- local hpMax = CombatObj.getHpMax(atkObj)
- atkObj.hp = math.ceil(hpMax * hpRate)
- if atkObj.hp <= 0 then
- atkObj.hp = 1
- end
- if atkObj.hp >= hpMax then
- atkObj.hp = hpMax
- end
- end
- -- 属性
- if human.lostTemple.summonTree then
- atkObj.isSysAttrChange = true
- for key, value in pairs(human.lostTemple.summonTree) do
- atkObj.sysAttr[key] = atkObj.sysAttr[key] + value
- end
- end
- end
- -- 守方血量
- local defPos = CombatLogic.getPos(CombatDefine.DEFEND_SIDE, index)
- local defObj = CombatImpl.objList[defPos]
- local objStatus = grid.objStatus and grid.objStatus[defPos] or nil
- if defObj ~= nil and objStatus then
- local hpMax = CombatObj.getHpMax(defObj)
- defObj.hp = math.ceil(objStatus.hpRate * hpMax)
- end
- end
- end
- -- 根据英雄背包创建临时对象
- function createHumanObj(human, uuid)
- if not uuid then return end
- local heroGrid = getHeroGridByUuid(human, uuid)
- if not heroGrid or type(heroGrid) ~= "table" then return end
- return CombatLogic.createHeroObjByHeroGrid(human, heroGrid)
- end
- -- 获取英雄阵容
- function getHumanObjList(human, combatType)
- local teamType = CombatPosLogic.getTeamType(combatType)
- if not teamType then return end
- local combatHero, _, formation, combatHeroDB = CombatPosLogic.getCombatHeros(human, combatType)
- if not combatHero then return end
- if formation == 0 then
- formation = 1
- end
- local heroStatus = human.lostTemple.heroStatus
- local jiban = JibanLogic.getJibanHero(human, combatHeroDB)
- local objList = { }
- local zhandouli = 0
- for i = 1, CombatDefine.COMBAT_HERO_CNT do
- local uuid = combatHero[i]
- local obj = createHumanObj(human, uuid)
- if obj then
- local hpRate = heroStatus and heroStatus[uuid] or 1.0
- if hpRate > 0 then
- zhandouli = zhandouli + obj.attrs[RoleDefine.ZHANDOULI]
- objList[i] = obj
- else
- combatHero[i] = nil
- end
- end
- end
- local helpList = { }
- local pet = MoshouLogic.createCombatMoshow(human, combatType)
- helpList[CombatDefine.HELP_TYPE1] = pet
- local rolebase = CombatLogic.createRoleBaseByDB(human.db, zhandouli)
- return objList, helpList, rolebase, formation, jiban
- end
- -- 获取怪物组id
- function getCombatMonsterOutID(human, side, args, combatType)
- if side == CombatDefine.ATTACK_SIDE then return end
- if not human.lostTemple then return end
- local putY = tonumber(args[1])
- if not putY then return end
- local grid = LostTempleLogic.checkPutByY(human, putY)
- if not grid then return end
- return grid.monsterOutID
- end
- -- 战斗
- function fight(human, args)
- if not human.lostTemple then return end
- local putY = tonumber(args[1])
- if not putY then return end
- local grid = LostTempleLogic.checkPutByY(human, putY)
- if not grid then return end
- if not grid.monsterOutID then return end
- local power = CombatPosLogic.getCombatHeroZDL(human, CombatDefine.COMBAT_TYPE24)
- if power <= 0 then
- Broadcast.sendErr(human, Lang.COMBAT_ERR_NO_SET_FIGHT)
- return
- end
- CombatLogic.combatBegin(human, 1001, args, CombatDefine.COMBAT_TYPE24)
- end
- -- 战斗结束
- function onFightEnd(human, result, combatType, cbParam, combatInfo, param)
- if not human.lostTemple then return end
- local putY = tonumber(param[1])
- if not putY then return end
- local grid = LostTempleLogic.checkPutByY(human, putY)
- if not grid then return end
- if not grid.monsterOutID then return end
- local elementConfig = ElementExcel[grid.id]
- if not elementConfig then return end
- local rewardConfig = LostTempleExcel.Drop[elementConfig.arg[1]]
- if not rewardConfig then return end
- local msgRet = Msg.gc.GC_LOST_TEMPLE_FIGHT_END
- msgRet.gdReward[0] = 0
- msgRet.randomReward[0] = 0
- if result == CombatDefine.RESULT_WIN then
- for _, item in ipairs(rewardConfig.drop) do
- msgRet.gdReward[0] = msgRet.gdReward[0] + 1
- Grid.makeItem(msgRet.gdReward[msgRet.gdReward[0]], item[1], item[2])
- BagLogic.addItem(human, item[1], item[2], "lostTemple")
- end
- local mathRandom = math.random(1, 10000)
- if mathRandom <= rewardConfig.randomdrop[1] then
- msgRet.randomReward[0] = 1
- local randomIndex = math.random(2, #rewardConfig.randomdrop)
- local randomItem = rewardConfig.randomdrop[randomIndex]
- human.lostTemple.randomReward = human.lostTemple.randomReward or { }
- human.lostTemple.randomReward[randomItem[1]] = human.lostTemple.randomReward[randomItem[1]] or 0
- human.lostTemple.randomReward[randomItem[1]] = human.lostTemple.randomReward[randomItem[1]] + randomItem[2]
- Grid.makeItem(msgRet.randomReward[1], randomItem[1], randomItem[2])
- end
- -- BOOS
- if not LostTempleLogic.putSet(human, putY, elementConfig.cmd) then
- LostTempleLogic.nextGrid(human, putY)
- else
- --通关判断
- if LostTempleLogic.IsPass(human) then
- YunYingLogic.onCallBack(human, "lostTempleCombat", 1)
- end
- end
- else
- grid.objStatus = grid.objStatus or { }
- -- 更新防守方血量
- for index = 1, CombatDefine.COMBAT_HERO_CNT do
- local defPos = CombatLogic.getPos(CombatDefine.DEFEND_SIDE, index)
- local defObj = combatInfo.objList[defPos]
- if defObj ~= nil then
- local hp = defObj.hp
- local hpMax = CombatObj.getHpMax(defObj)
- local hpRate = hp / hpMax
- grid.objStatus[defPos] = grid.objStatus[defPos] or { }
- grid.objStatus[defPos].hpRate = hpRate
- end
- end
- end
- -- 更新攻击方血量
- local combatHero = CombatPosLogic.getCombatHeros(human, CombatDefine.COMBAT_TYPE24)
- human.lostTemple.heroStatus = human.lostTemple.heroStatus or { }
- for index = 1, CombatDefine.COMBAT_HERO_CNT do
- local atkPos = CombatLogic.getPos(CombatDefine.ATTACK_SIDE, index)
- local atkObj = combatInfo.objList[atkPos]
- if atkObj ~= nil then
- local hp = atkObj.hp
- local hpMax = CombatObj.getHpMax(atkObj)
- local hpRate = hp / hpMax
- if hpRate < 1.0 then
- human.lostTemple.heroStatus[atkObj.uuid] = hpRate
- end
- -- 阵上英雄下阵
- if combatHero and hp <= 0 then
- for pos, uuid in pairs(combatHero) do
- if uuid == atkObj.uuid then
- combatHero[pos] = nil
- end
- end
- end
- end
- end
- LostTempleLogic.dbSave(human)
- CombatLogic.fontCombatFinish(msgRet.data, combatInfo)
- Msg.send(msgRet, human.fd)
- end
|