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