CombatLogic.lua 59 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. local SkinExcel = require("excel.skin")
  56. local BattleLogic = require("battle.BattleLogic")
  57. -- 用于在切磋时取目标玩家db数据中的计算属性数据, 如果在 RoleAttr.calcHeroGrid中用到了,需要加到这个里面
  58. FieldsCombat = {
  59. lv = 1, name = 1, head = 1, headFrame = 1, unionUuid = 1, lastLogoutTime = 1,
  60. combatHero = 1, heroBag = 1, moshou = 1, technology=1, chengjiu=1, realmLv = 1, talismanData = 1,
  61. }
  62. COMBAT_CACHE = COMBAT_CACHE or {}
  63. ------------------------------------------- 模块相关 start -------------------------------------------------
  64. -- 初始
  65. COMBATTYPE_2_MODULE = COMBATTYPE_2_MODULE or {}
  66. function init()
  67. for combatType, cf in pairs(CombatExcel.combat) do
  68. if cf.moduleFn ~= "" then
  69. local moduleFn = load("return require(\""..cf.moduleFn.."\")")()
  70. COMBATTYPE_2_MODULE[combatType] = moduleFn
  71. end
  72. end
  73. end
  74. -- 获取模块
  75. function getModule(combatType)
  76. if not combatType then return end
  77. return COMBATTYPE_2_MODULE[combatType]
  78. end
  79. -- 获取攻/守方怪物组id
  80. local function getCombatMonsterOutID(human, side, combatType, args)
  81. local moduleFn = getModule(combatType)
  82. if moduleFn and moduleFn.getCombatMonsterOutID then
  83. return moduleFn.getCombatMonsterOutID(human, side, args, combatType)
  84. end
  85. end
  86. -- 获取攻/守方怪物组id
  87. function getMapID(human, combatType, param)
  88. local moduleFn = getModule(combatType)
  89. local mapID = nil
  90. if moduleFn and moduleFn.getMapID then
  91. mapID = moduleFn.getMapID(human, param)
  92. end
  93. if not mapID then
  94. local config = CombatExcel.combat[combatType]
  95. mapID = config.mapID == 0 and 1001 or config.mapID
  96. end
  97. return mapID
  98. end
  99. -- 获取是否跳过
  100. function getQuick(human, combatType)
  101. local config = CombatExcel.combat[combatType]
  102. local moduleFn = getModule(combatType)
  103. local quick = nil
  104. if moduleFn and moduleFn.getQuick then
  105. quick = moduleFn.getQuick(human, combatType)
  106. end
  107. if quick ~= nil and quick >= 0 then
  108. return quick
  109. end
  110. if human.db.combatQuick[combatType] and human.db.combatQuick[combatType] ~= 0 then
  111. if config.isQuick == 0 then
  112. human.db.combatQuick[combatType] = 0
  113. end
  114. end
  115. return config.isQuick
  116. end
  117. -- 获取攻/守方对象
  118. local function getCombatTarget(human, side, combatType, args)
  119. local moduleFn = getModule(combatType)
  120. if moduleFn and moduleFn.getCombatTarget then
  121. return moduleFn.getCombatTarget(human, side, args, combatType)
  122. end
  123. end
  124. --更新上阵信息回调
  125. function onUpdatePos(human,combatType)
  126. local moduleFn = getModule(combatType)
  127. if moduleFn and moduleFn.onUpdatePos then
  128. return moduleFn.onUpdatePos(human)
  129. end
  130. end
  131. -- 获取攻/守方上阵信息
  132. function getCombatObjList(human, side, combatType, args)
  133. if type(args) == "table" then
  134. if side == CombatDefine.ATTACK_SIDE then
  135. if args.attacker then
  136. return args.attacker, args.atkHelp, args.atkRBase, args.atkFormation,args.atkJiban
  137. end
  138. else
  139. if args.defender then
  140. return args.defender, args.defHelp, args.defRBase, args.defFormation,args.defJiban
  141. end
  142. end
  143. end
  144. local moduleFn = getModule(combatType)
  145. if not moduleFn then return end
  146. if moduleFn.getCombatObjList then
  147. local objList, helpList, rolebase, formation,jiban = moduleFn.getCombatObjList(human, side, args, combatType)
  148. if objList then
  149. return objList, helpList, rolebase ,formation,jiban
  150. end
  151. end
  152. local monsterOutID, zhandouli = getCombatMonsterOutID(human, side, combatType, args)
  153. if monsterOutID then
  154. local objList, helpList, rolebase, formation, jiban = getMonsterObjList(monsterOutID, nil, args)
  155. if zhandouli then
  156. rolebase.zhandouli = zhandouli
  157. end
  158. return objList, helpList, rolebase,formation,jiban
  159. end
  160. if moduleFn.getHumanObjList then
  161. return moduleFn.getHumanObjList(human, combatType)
  162. end
  163. local target = getCombatTarget(human, side, combatType, args)
  164. if target then
  165. return getHumanObjList(target, combatType)
  166. end
  167. 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
  168. return getHumanObjList(human, combatType)
  169. end
  170. end
  171. --获取战斗最大回合数
  172. local function getMaxRound(human,combatType)
  173. local config = CombatExcel.combat[combatType]
  174. if config and config.maxRound and config.maxRound > 0 then
  175. return config.maxRound
  176. end
  177. return CombatDefine.COMBAT_ROUND_MAX
  178. end
  179. --获取战斗模式
  180. local function getFightMode(combatType)
  181. local config = CombatExcel.combat[combatType]
  182. if config.fightMode[1] == CombatDefine.FIGHT_MODE1 or config.fightMode[1] == CombatDefine.FIGHT_MODE3 then
  183. return config.fightMode
  184. end
  185. end
  186. -- 尝试战斗
  187. function tryCombatBegin(human, combatType, param)
  188. local moduleFn = getModule(combatType)
  189. if moduleFn and moduleFn.fight then
  190. local args = Util.split(param, "|")
  191. return moduleFn.fight(human, args, combatType)
  192. end
  193. end
  194. -- 可否打开上阵界面
  195. function checkCombatPos(human, combatType, args)
  196. local moduleFn = getModule(combatType)
  197. if moduleFn and moduleFn.checkCombatPos then
  198. return moduleFn.checkCombatPos(human, args, combatType)
  199. end
  200. return true
  201. end
  202. -- 战斗结束回调 在发送GC_COMBAT_FINISH前
  203. local function onFightEnd(human, result, combatType, cbParam, combatInfo, isSaodang,param)
  204. local moduleFn = getModule(combatType)
  205. if not moduleFn then return end
  206. if not moduleFn.onFightEnd then return end
  207. moduleFn.onFightEnd(human, result, combatType, cbParam, combatInfo, isSaodang,param)
  208. end
  209. -- 战斗名称
  210. function getCombatName(human, combatType, args)
  211. local moduleFn = getModule(combatType)
  212. if not moduleFn then return "" end
  213. if not moduleFn.getCombatName then return "" end
  214. return moduleFn.getCombatName(human, args, combatType) or ""
  215. end
  216. ------------------------------------------- 模块相关 end -------------------------------------------------
  217. -- 判断阵容是不是为空
  218. function isCombatHeroEmpty(combatHero)
  219. if not combatHero then return true end
  220. local isEmpty = true
  221. for _, heroUuid in pairs(combatHero) do
  222. if heroUuid and heroUuid ~= "" and heroUuid ~= "0" then
  223. isEmpty = nil
  224. break
  225. end
  226. end
  227. return isEmpty
  228. end
  229. -- 根据阵营和下标获取对战位置
  230. function getPos(side, index)
  231. if side == CombatDefine.ATTACK_SIDE then
  232. return index
  233. elseif side == CombatDefine.DEFEND_SIDE then
  234. return index + CombatDefine.COMBAT_HERO_CNT
  235. else
  236. assert()
  237. end
  238. end
  239. function getIndexByPos(side, pos)
  240. if side == CombatDefine.ATTACK_SIDE then
  241. return pos
  242. elseif side == CombatDefine.DEFEND_SIDE then
  243. return pos - CombatDefine.COMBAT_HERO_CNT
  244. end
  245. end
  246. -- 获取对象配置
  247. function getConfigByObj(obj)
  248. if not obj then return end
  249. local id = obj.id or obj.heroID
  250. if obj.type == CombatDefine.COMBAT_OBJ_TYPE1 then
  251. return HeroExcel.hero[id]
  252. end
  253. return MonsterExcel.monster[id]
  254. end
  255. -- 创建战斗Human
  256. function createCombatFakeHuman(uuid)
  257. if not uuid then return end
  258. local db = RoleDBLogic.getDb(uuid, FieldsCombat)
  259. if not db then return end
  260. local fakeHuman = {}
  261. fakeHuman.db = db
  262. return fakeHuman
  263. end
  264. -- 创建初始角色信息
  265. function createRoleBaseDefault()
  266. local rolebase = {}
  267. RoleLogic.makeRoleBase(nil, rolebase, nil, true)
  268. rolebase.name = Lang.COMBAT_DEFEND_NAME
  269. return rolebase
  270. end
  271. -- 根据怪物信息创建角色信息
  272. function createRoleBaseByMOutID(monsterOutID, zhandouli, args)
  273. local _, monsterConfig, monsterLv = getMonsterIDByOutID(monsterOutID, args)
  274. local rolebase = createRoleBaseDefault()
  275. if monsterConfig then
  276. rolebase.name = monsterConfig.name
  277. rolebase.lv = monsterLv or 1
  278. rolebase.head = monsterConfig.head
  279. rolebase.zhandouli = zhandouli or 0
  280. end
  281. return rolebase
  282. end
  283. -- 创建角色信息
  284. function createRoleBaseByDB(db, zhandouli)
  285. local rolebase = {}
  286. RoleLogic.makeRoleBase(db, rolebase, nil, true)
  287. rolebase.zhandouli = zhandouli or 0
  288. return rolebase
  289. end
  290. -- 根据怪物表信息创建临时对象
  291. function createMonsterObj(id, lv, attrID, index, objType, monsterOutConfig, attrInput)
  292. local monsterConfig = MonsterExcel.monster[id]
  293. if not monsterConfig then return end
  294. local obj = {}
  295. obj.type = objType or CombatDefine.COMBAT_OBJ_TYPE2
  296. obj.bagIndex = index
  297. obj.id = id
  298. obj.lv = lv
  299. obj.job = monsterConfig.job
  300. obj.quality = 6
  301. obj.star = monsterConfig.star
  302. obj.head = monsterConfig.head
  303. obj.body = monsterConfig.body
  304. obj.camp = monsterConfig.camp
  305. obj.sex = monsterConfig.sex
  306. BeSkill.initBeSkill(obj)
  307. BeSkill.setBeSkill(obj, monsterConfig, nil, monsterOutConfig)
  308. Skill.setSkill(obj, monsterConfig)
  309. obj.attrs = RoleAttr.calcMonsterConf(id, attrID, attrInput)
  310. return obj
  311. end
  312. -- 根据英雄ID信息创建临时对象
  313. function createHeroObjByID(heroId, lv, star, quality, index)
  314. local heroConfig = HeroExcel.hero[heroId]
  315. if not heroConfig then return end
  316. local obj = {}
  317. obj.type = CombatDefine.COMBAT_OBJ_TYPE1
  318. obj.bagIndex = index
  319. obj.id = heroId
  320. obj.lv = lv
  321. obj.job = heroConfig.job
  322. obj.quality = quality and quality or HeroGrid.getMaxQuality(star)
  323. obj.star = star
  324. obj.body = heroConfig.body
  325. obj.head = heroConfig.head
  326. local attrConfig = HeroDefine.getAttrConfig(obj.id, obj.star)
  327. BeSkill.initBeSkill(obj)
  328. Skill.setSkill(obj, attrConfig)
  329. BeSkill.setBeSkill(obj, attrConfig)
  330. obj.attrs = Util.copyTable(RoleAttr.calcHeroGrid(obj, index))
  331. obj.zhandouli = obj.attrs[RoleDefine.ZHANDOULI]
  332. return obj
  333. end
  334. -- 根据英雄表信息创建临时对象
  335. function createHeroObj(human, heroId, lv, star, index,skin)
  336. local heroConfig = HeroExcel.hero[heroId]
  337. local skinCfg = skin and SkinExcel.skin[skin]
  338. if not heroConfig then return end
  339. local obj = {}
  340. obj.type = CombatDefine.COMBAT_OBJ_TYPE1
  341. obj.bagIndex = index
  342. obj.id = heroId
  343. obj.lv = lv
  344. obj.job = heroConfig.job
  345. obj.quality = HeroGrid.getMaxQuality(star)
  346. obj.star = star
  347. obj.body = skinCfg and skinCfg.body --or heroConfig.body
  348. obj.head = skinCfg and skinCfg.head --or heroConfig.head
  349. if not obj.body or obj.body == 0 then
  350. obj.body = heroConfig.body
  351. end
  352. if not obj.head or obj.head == 0 then
  353. obj.head = heroConfig.head
  354. end
  355. local attrConfig = HeroDefine.getAttrConfig(obj.id, obj.star)
  356. BeSkill.initBeSkill(obj)
  357. if not SkinLogic.setSkill(human,index,attrConfig,obj) then
  358. Skill.setSkill(obj, attrConfig)
  359. BeSkill.setBeSkill(obj, attrConfig)
  360. end
  361. obj.attrs = Util.copyTable(RoleAttr.calcHeroGrid(obj, index, human))
  362. obj.zhandouli = obj.attrs[RoleDefine.ZHANDOULI]
  363. return obj
  364. end
  365. function createHeroObjByHeroGrid(human, heroGrid)
  366. local heroConfig = HeroExcel.hero[heroGrid.id]
  367. if not heroConfig then return end
  368. local obj = {}
  369. obj.type = CombatDefine.COMBAT_OBJ_TYPE1
  370. obj.bagIndex = heroGrid.bagIndex
  371. obj.uuid = heroGrid.uuid
  372. obj.id = heroGrid.id
  373. obj.lv = heroGrid.lv
  374. obj.job = heroConfig.job
  375. obj.quality = heroGrid.quality
  376. obj.star = heroGrid.star -- dxzeng 取db star
  377. obj.fuwen = Util.copyTable(heroGrid.fuwen)
  378. obj.bingshu = Util.copyTable(heroGrid.bingshu)
  379. obj.body, obj.head = SkinLogic.getBody(human, obj.bagIndex)
  380. obj.camp = heroConfig.camp
  381. obj.isGongMing = XingYaoGongMing.isGongMing(human, heroGrid.bagIndex)
  382. obj.sex = heroConfig.sex
  383. local attrConfig = HeroDefine.getAttrConfig(obj.id, obj.star)
  384. BeSkill.initBeSkill(obj)
  385. if not SkinLogic.setSkill(human,obj.bagIndex,attrConfig,obj) then
  386. Skill.setSkill(obj, attrConfig)
  387. BeSkill.setBeSkill(obj, attrConfig)
  388. end
  389. if heroGrid.isLostTemple then
  390. obj.attrs = Util.copyTable(LostTempleCombatLogic.getHeroAttrs(human, heroGrid.bagIndex))
  391. else
  392. obj.attrs = Util.copyTable(ObjHuman.getHeroAttrs(human, obj.bagIndex))
  393. end
  394. obj.zhandouli = obj.attrs[RoleDefine.ZHANDOULI]
  395. return obj
  396. end
  397. -- 根据英雄背包创建临时对象
  398. function createHumanObj(human, uuid)
  399. if not uuid then return end
  400. local heroGrid = HeroLogic.getHeroGridByUuid(human, uuid)
  401. if not heroGrid or type(heroGrid) ~= "table" then return end
  402. return createHeroObjByHeroGrid(human, heroGrid)
  403. end
  404. -- 根据怪物组id获取出战英雄列表
  405. function getMonsterObjList(monsterOutID, objType, args)
  406. if not monsterOutID then return end
  407. local monsterOutConfig = MonsterExcel.monsterOut[monsterOutID]
  408. if not monsterOutConfig then return end
  409. local formation = monsterOutConfig.formation
  410. if formation == 0 then
  411. formation = 1
  412. end
  413. local mationConfig = CombatPosExcel.formation[formation]
  414. local posList = mationConfig.pos
  415. if not posList then return end
  416. local objList = nil
  417. local zhandouli = 0
  418. for i, member in ipairs(monsterOutConfig.member) do
  419. local monsterID = member[1]
  420. local monsterConfig = MonsterExcel.monster[monsterID]
  421. if posList[i] then
  422. local monsterLv = member[2]
  423. local attrID = monsterOutConfig.attrID[i]
  424. local attrInput = nil
  425. if monsterOutConfig.combatType == CombatDefine.COMBAT_TYPE5 then
  426. if args then
  427. local throneID = args[1]
  428. local evolveCnt = args[2]
  429. monsterLv, attrInput = TheStarsLogic.getMonsterLvAttr(i, throneID, evolveCnt)
  430. end
  431. end
  432. local obj = createMonsterObj(monsterID, monsterLv, attrID, i, objType, monsterOutConfig.beSkill[i], attrInput)
  433. if obj then
  434. zhandouli = zhandouli + obj.attrs[RoleDefine.ZHANDOULI]
  435. objList = objList or {}
  436. local pos = posList[i]
  437. if monsterOutConfig.combatType == CombatDefine.COMBAT_TYPE10 then
  438. pos = 5
  439. end
  440. objList[pos] = obj
  441. end
  442. end
  443. end
  444. if not objList then
  445. assert(nil, "getMonsterObjList is nil, monsterOutID = " .. monsterOutID)
  446. end
  447. local rolebase = createRoleBaseByMOutID(monsterOutID, zhandouli, args)
  448. local jiban = nil -- todo 怪物的羁绊
  449. return objList, nil, rolebase,formation,jiban
  450. end
  451. -- 获取human出战英雄列表 objList, helpList, rolebase, formation
  452. function getHumanObjList(human, combatType)
  453. local teamType = CombatPosLogic.getTeamType(combatType)
  454. if not teamType then return end
  455. local combatHero, _, formation,combatHeroDB = CombatPosLogic.getCombatHeros(human, combatType)
  456. if not combatHero then return end
  457. if formation == 0 then
  458. formation = 1
  459. end
  460. local jiban = JibanLogic.getJibanHero(human,combatHeroDB)
  461. local objList = {}
  462. local zhandouli = 0
  463. for i = 1, CombatDefine.COMBAT_HERO_CNT do
  464. local uuid = combatHero[i]
  465. local obj = createHumanObj(human, uuid)
  466. if obj then
  467. zhandouli = zhandouli + obj.attrs[RoleDefine.ZHANDOULI]
  468. objList[i] = obj
  469. end
  470. end
  471. local helpList = {}
  472. local pet = MoshouLogic.createCombatMoshow(human,combatType)
  473. helpList[CombatDefine.HELP_TYPE1] = pet
  474. local rolebase = createRoleBaseByDB(human.db, zhandouli)
  475. return objList, helpList, rolebase,formation,jiban
  476. end
  477. ---------------------------------------------- msg -----------------------------------------------
  478. -- 封装对战英雄信息
  479. local function fontCombatHeroNet(net, obj)
  480. local config = getConfigByObj(obj)
  481. if not config then return end
  482. net.pos = obj.pos
  483. net.heroID = obj.id
  484. net.star = obj.star
  485. net.lv = obj.lv or 0
  486. net.body = obj.body or config.body
  487. if obj.body and config.body then
  488. if obj.body ~= config.body then
  489. local tSkinCof = SkinExcel.skin[obj.body]
  490. if tSkinCof and tSkinCof.heroId ~= net.heroID then
  491. net.body = config.body
  492. print("[fontCombatHeroNet] 下发时修改英雄的身体数据 heroID = "..net.heroID .." body1 = "..obj.body.." conBody = "..config.body)
  493. end
  494. end
  495. end
  496. net.hpMax = CombatObj.getHpMax(obj)
  497. net.hpNow = obj.initHp
  498. net.icon = config.head
  499. net.width = config.width
  500. net.height = config.height
  501. net.camp = config.camp
  502. net.name = config.name
  503. net.posX = CombatDefine.DEFAULT_POS_SIZE[obj.pos][1]
  504. net.posY = CombatDefine.DEFAULT_POS_SIZE[obj.pos][2]
  505. net.size = CombatDefine.DEFAULT_POS_SIZE[obj.pos][3]
  506. net.isBoss = config.isboss or 0
  507. net.isGongMing = obj.isGongMing or 0
  508. net.grade = config.grade or 0
  509. local len = 0
  510. for _,v in pairs(obj.skillList) do
  511. if SkillExcel.skill[v[1]].contentType == 3 then
  512. len = len + 1
  513. net.sayList[len] = v[1]
  514. end
  515. end
  516. for _,v in pairs(obj.beSkillList) do
  517. for _,v1 in ipairs(v) do
  518. if SkillExcel.skill[v1[1]].contentType == 3 then
  519. len = len + 1
  520. net.sayList[len] = v1[1]
  521. end
  522. end
  523. end
  524. net.sayList[0] = len
  525. return true
  526. end
  527. -- 封装辅助对象
  528. function fontCombatHelpNet(net, help)
  529. net.pos = help.pos
  530. net.id = help.id or 0
  531. net.head = help.head or 0
  532. net.body = help.body or 0
  533. net.skill[0] = 0
  534. local skillConfig = SkillExcel.skill[help.icon]
  535. if skillConfig then
  536. net.skill[1].id = help.icon
  537. net.skill[1].icon = skillConfig.icon
  538. net.skill[1].name = skillConfig.name
  539. net.skill[1].desc = skillConfig.desc
  540. net.skill[1].lv = help.skillLV or 0
  541. net.skill[1].index = 0
  542. net.skill[1].state = 2
  543. net.skill[0] = 1
  544. end
  545. net.args[0] = 0
  546. if help.clientArgs then
  547. local len = 0
  548. for k,v in ipairs(help.clientArgs) do
  549. len = len + 1
  550. net.args[len] = v
  551. end
  552. net.args[0] = len
  553. end
  554. return true
  555. end
  556. -- 封装战斗技能信息
  557. function fontCombatSkillNet(skillNet, skillID)
  558. local skillConfig = SkillExcel.skill[skillID]
  559. if not skillConfig then return end
  560. skillNet.skillID = skillID
  561. skillNet.fireType = skillConfig.fireType
  562. skillNet.readyAction = skillConfig.readyAction
  563. skillNet.attackPart = skillConfig.attackPart
  564. skillNet.attackAction = skillConfig.attackAction
  565. skillNet.readyEffect = skillConfig.readyEffect
  566. skillNet.attackEffect = skillConfig.attackEffect
  567. skillNet.hitEffect = skillConfig.hitEffect
  568. skillNet.flyEffect = skillConfig.flyEffect
  569. skillNet.flyCoords = skillConfig.flyCoords
  570. skillNet.hitBack = skillConfig.hitBack
  571. skillNet.effectTime = skillConfig.effectTime
  572. skillNet.contentType = skillConfig.contentType
  573. skillNet.content = skillConfig.content
  574. skillNet.movieEffect = skillConfig.movieEffect
  575. skillNet.quake = skillConfig.quake
  576. skillNet.flySound = skillConfig.flySound
  577. skillNet.fireSound = skillConfig.fireSound
  578. skillNet.hitSound = skillConfig.hitSound
  579. skillNet.cvSound = skillConfig.cvSound
  580. skillNet.screenMask = skillConfig.screenMask
  581. skillNet.screenCam = skillConfig.screenCam
  582. skillNet.largeEffect = skillConfig.largeEffect
  583. skillNet.lie = skillConfig.lie
  584. skillNet.cuoZhen = skillConfig.cuoZhen
  585. skillNet.skillDelay = skillConfig.skillDelay
  586. skillNet.isFraming = skillConfig.isFraming
  587. return true
  588. end
  589. -- 封装技能cmd
  590. local function fontSkillCmd(cmdNet, cmd)
  591. local cmdConfig = SkillExcel.cmd[cmd]
  592. if not cmdConfig then return end
  593. cmdNet.cmd = cmd
  594. cmdNet.hitEffect = cmdConfig.hitEffect
  595. cmdNet.hitSound = cmdConfig.hitSound
  596. return true
  597. end
  598. -- 封装buff
  599. local function fontBufferNet(bufferNet, bufferID)
  600. local bufferConf = BufferExcel.buffer[bufferID]
  601. if not bufferConf then return end
  602. bufferNet.bufferID = bufferID
  603. bufferNet.name = bufferConf.name
  604. bufferNet.desc = bufferConf.desc
  605. bufferNet.icon = bufferConf.icon
  606. bufferNet.keepEffect = bufferConf.keepEffect
  607. bufferNet.hitEffect = bufferConf.hitEffect
  608. bufferNet.validateEffect = bufferConf.validateEffect
  609. bufferNet.dieEffect = bufferConf.dieEffect
  610. bufferNet.cmd = bufferConf.cmd
  611. bufferNet.hitSound = bufferConf.hitSound
  612. bufferNet.holdOnDie = bufferConf.holdOnDie
  613. bufferNet.effectOffset = bufferConf.effectOffset
  614. bufferNet.canAppend = bufferConf.canAppend
  615. bufferNet.appendCnt = bufferConf.appendCnt
  616. return true
  617. end
  618. -- 封装阵法属性
  619. local function fontCombatPosAttr(attrNets, attrs)
  620. attrNets[0] = 0
  621. if type(attrs) ~= "table" then return end
  622. for key, value in pairs(attrs) do
  623. attrNets[0] = attrNets[0] + 1
  624. local attrNet = attrNets[attrNets[0]]
  625. attrNet.key = key
  626. attrNet.value = value
  627. end
  628. end
  629. -- 发送战斗开始
  630. local function sendCombatBegin(human, combatInfo, isLogin)
  631. combatInfo = combatInfo or human.combat
  632. if not combatInfo then return end
  633. local msgRet = Msg.gc.GC_COMBAT_BEGIN
  634. msgRet.isLogin = isLogin == true and 1 or 0
  635. msgRet.combatType = combatInfo.type
  636. local keepTime = os.time() - combatInfo.time
  637. if combatInfo.passTime < keepTime then
  638. combatInfo.passTime = keepTime
  639. end
  640. msgRet.keepTime = combatInfo.passTime
  641. if combatInfo.isVideo then -- 录像回放
  642. msgRet.keepTime = 0
  643. end
  644. local isCanQuick = getQuick(human, combatInfo.type)
  645. msgRet.isQuick = isCanQuick or 0
  646. msgRet.isVideo = combatInfo.isVideo == true and 1 or 0
  647. msgRet.mapID = combatInfo.mapID
  648. msgRet.speed = human.db and human.db.combatSpeed or 1
  649. msgRet.atkName = combatInfo.attacker and combatInfo.attacker.name or ""
  650. msgRet.defName = combatInfo.defender and combatInfo.defender.name or ""
  651. msgRet.atkUuid = combatInfo.attacker and combatInfo.attacker.uuid or ""
  652. msgRet.defUuid = combatInfo.defender and combatInfo.defender.uuid or ""
  653. msgRet.maxRound = combatInfo.maxRound
  654. msgRet.petCD = CombatDefine.PET_CD
  655. msgRet.heros[0] = 0
  656. msgRet.atkFormation = combatInfo.atkFormation
  657. msgRet.defFormation = combatInfo.defFormation
  658. msgRet.backup[0] = 2
  659. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  660. local obj = combatInfo.objList[i]
  661. if fontCombatHeroNet(msgRet.heros[msgRet.heros[0] + 1], obj) then
  662. msgRet.heros[0] = msgRet.heros[0] + 1
  663. end
  664. if i % CombatDefine.COMBAT_HERO_CNT == 0 then
  665. msgRet.backup[i/CombatDefine.COMBAT_HERO_CNT] = obj and obj.backupPos or 0
  666. end
  667. end
  668. msgRet.helps[0] = 0
  669. for _, help in pairs(combatInfo.helpList) do
  670. if fontCombatHelpNet(msgRet.helps[msgRet.helps[0] + 1], help) then
  671. msgRet.helps[0] = msgRet.helps[0] + 1
  672. end
  673. end
  674. msgRet.skillList[0] = 0
  675. for skillID in pairs(combatInfo.skillUseList) do
  676. if fontCombatSkillNet(msgRet.skillList[msgRet.skillList[0] + 1], skillID) then
  677. msgRet.skillList[0] = msgRet.skillList[0] + 1
  678. end
  679. end
  680. msgRet.cmdList[0] = 0
  681. if combatInfo.cmdUseList then
  682. for cmd in pairs(combatInfo.cmdUseList) do
  683. if fontSkillCmd(msgRet.cmdList[msgRet.cmdList[0] + 1], cmd) then
  684. msgRet.cmdList[0] = msgRet.cmdList[0] + 1
  685. end
  686. end
  687. end
  688. msgRet.bufferList[0] = 0
  689. for bufferID in pairs(combatInfo.bufferUseList) do
  690. if fontBufferNet(msgRet.bufferList[msgRet.bufferList[0] + 1], bufferID) then
  691. msgRet.bufferList[0] = msgRet.bufferList[0] + 1
  692. end
  693. end
  694. fontCombatPosAttr(msgRet.attrsAtk, combatInfo.posAttr[1])
  695. fontCombatPosAttr(msgRet.attrsDef, combatInfo.posAttr[2])
  696. msgRet.atkJibanDesc = JibanLogic.getDesc(combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  697. msgRet.defJibanDesc = JibanLogic.getDesc(combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  698. Msg.send(msgRet, human.fd)
  699. end
  700. -- 封装战斗帧技能信息
  701. local function fontFrameSkillNet(skillNet, skillData)
  702. skillNet.attackPos = skillData.attackPos
  703. skillNet.skillID = skillData.skillID
  704. skillNet.hitList[0] = 0
  705. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  706. local skillHitData = skillData.hitList[i]
  707. if skillHitData then
  708. skillNet.hitList[0] = skillNet.hitList[0] + 1
  709. local skillHitNet = skillNet.hitList[skillNet.hitList[0]]
  710. skillHitNet.pos = i
  711. skillHitNet.flag = skillHitData.flag
  712. skillHitNet.cmd = 0
  713. skillHitNet.hpNow = skillHitData.hpNow
  714. local frameAttrs = skillHitData.attrs
  715. skillHitNet.attrs[0] = frameAttrs and #frameAttrs or 0
  716. for j = 1, #frameAttrs do
  717. skillHitNet.attrs[j].key = frameAttrs[j][1]
  718. skillHitNet.attrs[j].value = frameAttrs[j][2]
  719. end
  720. end
  721. end
  722. skillNet.helpList[0] = 0
  723. --for i = CombatDefine.PET_POS_ATTACK, CombatDefine.PET_POS_DEFEND do
  724. -- local helpHitData = skillData.helpList and skillData.helpList[i]
  725. -- if helpHitData then
  726. -- skillNet.helpList[0] = skillNet.helpList[0] + 1
  727. -- local helpHitNet = skillNet.helpList[skillNet.helpList[0]]
  728. -- helpHitNet.pos = i
  729. -- end
  730. --end
  731. skillNet.extraList[0] = 0
  732. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  733. local extraHitData = skillData.extraList[i]
  734. if extraHitData then
  735. skillNet.extraList[0] = skillNet.extraList[0] + 1
  736. local extraHitNet = skillNet.extraList[skillNet.extraList[0]]
  737. extraHitNet.pos = i
  738. extraHitNet.flag = extraHitData.flag
  739. extraHitNet.cmd = extraHitData.cmd
  740. extraHitNet.hpNow = extraHitData.hpNow
  741. local frameAttrs = extraHitData.attrs
  742. local attrsLen = math.min(frameAttrs and #frameAttrs or 0, #extraHitNet.attrs)
  743. extraHitNet.attrs[0] = attrsLen
  744. for j = 1, attrsLen do
  745. extraHitNet.attrs[j].key = frameAttrs[j][1]
  746. extraHitNet.attrs[j].value = frameAttrs[j][2]
  747. end
  748. end
  749. end
  750. end
  751. -- 封装战斗帧buff信息
  752. local function fontFrameBuff(net, buffers)
  753. net[0] = #buffers
  754. for i = 1, net[0] do
  755. local bufferNet = net[i]
  756. local bufferData = buffers[i]
  757. bufferNet.bufferID = bufferData.id
  758. bufferNet.op = bufferData.op
  759. bufferNet.cnt = bufferData.cnt
  760. bufferNet.round = bufferData.round or -1
  761. bufferNet.hpNow = bufferData.hpNow
  762. bufferNet.attrs[0] = bufferData.attrs and #bufferData.attrs or 0
  763. for j = 1, bufferNet.attrs[0] do
  764. bufferNet.attrs[j].key = bufferData.attrs[j][1]
  765. bufferNet.attrs[j].value = bufferData.attrs[j][2]
  766. end
  767. end
  768. end
  769. -- 封装战斗帧
  770. local function fontFrameNet(net, frame)
  771. net.round = frame.round
  772. net.petCD = frame.petCD
  773. net.skillList[0] = #frame.skillList
  774. for i = 1, net.skillList[0] do
  775. local skillNet = net.skillList[i]
  776. local skillData = frame.skillList[i]
  777. fontFrameSkillNet(skillNet, skillData)
  778. end
  779. net.bufferList[0] = 0
  780. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  781. local bufferData = frame.bufferList[i]
  782. if bufferData then
  783. net.bufferList[0] = net.bufferList[0] + 1
  784. local bufferNet = net.bufferList[net.bufferList[0]]
  785. bufferNet.pos = i
  786. fontFrameBuff(bufferNet.list, bufferData)
  787. end
  788. end
  789. net.sayList[0] = 0
  790. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  791. if frame.sayList[i] then
  792. for _,saySkillID in ipairs(frame.sayList[i]) do
  793. net.sayList[0] = net.sayList[0] + 1
  794. local sayNet = net.sayList[net.sayList[0]]
  795. sayNet.pos = i
  796. sayNet.skillID = saySkillID
  797. end
  798. end
  799. end
  800. return net.skillList[0] > 0 or net.bufferList[0] > 0 or net.sayList[0] > 0
  801. end
  802. -- 发送战斗帧
  803. local function sendCombatFrame(human, combatInfo, isLogin)
  804. combatInfo = combatInfo or human.combat
  805. if not combatInfo then return end
  806. local result = combatInfo.result
  807. local msgFrame = Msg.gc.GC_COMBAT_FRAME
  808. msgFrame.isLogin = isLogin == true and 1 or 0
  809. msgFrame.isEnd = 0
  810. msgFrame.combatType = combatInfo.type
  811. msgFrame.frames[0] = 0
  812. local frameCnt = result.frames and #result.frames or 0
  813. local len = 1
  814. for i = 1, frameCnt do
  815. local frame = result.frames[i]
  816. msgFrame.frames[0] = len
  817. local frameNet = msgFrame.frames[msgFrame.frames[0]]
  818. if fontFrameNet(frameNet, frame) then
  819. if len >= CombatDefine.COMBAT_FRAME_MAXCNT then
  820. msgFrame.isEnd = (i == frameCnt) and 1 or 0
  821. Msg.send(msgFrame, human.fd)
  822. msgFrame.frames[0] = 0
  823. len = 1
  824. else
  825. len = len + 1
  826. end
  827. end
  828. end
  829. if msgFrame.isEnd == 0 or msgFrame.frames[0] > 0 then
  830. msgFrame.isEnd = 1
  831. Msg.send(msgFrame, human.fd)
  832. end
  833. end
  834. -- 发送战斗开始
  835. function sendCombatData(human, combatInfo, isLogin)
  836. sendCombatBegin(human, combatInfo, isLogin)
  837. sendCombatFrame(human, combatInfo, isLogin)
  838. end
  839. -- 封装战斗统计
  840. function fontFinishResultNet(net, obj)
  841. net.pos = obj.pos
  842. net.hurt = obj.result[1]
  843. net.hp = obj.result[2]
  844. net.beHurt = obj.result[3]
  845. net.bout = obj.result[4]
  846. net.isDie = obj.hp == 0 and 1 or 0
  847. net.heroID = obj.id or 0
  848. net.head = obj.head or 0
  849. net.lv = obj.lv or 0
  850. net.star = obj.star or 0
  851. local heroConfig = HeroExcel.hero[net.heroID]
  852. local monsterConfig = MonsterExcel.monster[net.heroID]
  853. if obj.type == CombatDefine.COMBAT_OBJ_TYPE1 then
  854. net.name = heroConfig and heroConfig.name or ""
  855. net.body = heroConfig and heroConfig.body.."" or ""
  856. net.head = heroConfig and heroConfig.head or 0
  857. net.grade = heroConfig and heroConfig.grade or 0
  858. else
  859. net.name = monsterConfig and monsterConfig.name or ""
  860. net.body = monsterConfig and monsterConfig.body.."" or ""
  861. net.head = monsterConfig and monsterConfig.head or 0
  862. net.grade = monsterConfig and monsterConfig.grade or 0
  863. end
  864. net.camp = heroConfig and heroConfig.camp or 0
  865. end
  866. -- 封装战斗结束魔兽信息
  867. local function fontFinishPetNet(net, pet)
  868. net.pos = pet.pos
  869. net.side = pet.side
  870. net.lv = pet.lv or 0
  871. net.head = pet.head
  872. end
  873. function fontCombatFinish(dataNet, combatInfo, isQuick)
  874. if not combatInfo then return end
  875. local combatConfig = CombatExcel.combat[combatInfo.type]
  876. if not combatConfig then return end
  877. dataNet.nBattleType = 0
  878. dataNet.ret = combatInfo.isWin and 1 or 2
  879. dataNet.type = combatInfo.type
  880. dataNet.param = combatInfo.endParam or "0"
  881. dataNet.isVideo = (combatInfo.isVideo == true) and 1 or 0
  882. dataNet.lookType = combatInfo.lookType or 0
  883. dataNet.isQuick = isQuick or 0
  884. dataNet.combatTime = getCombatUseTime(combatInfo)
  885. dataNet.double = combatInfo.double or 0
  886. dataNet.oldLv = combatInfo.attacker.oldLv or 0
  887. dataNet.panelIDs[0] = #combatConfig.panelIDs
  888. for i, panelID in ipairs(combatConfig.panelIDs) do
  889. dataNet.panelIDs[i] = tonumber(panelID)
  890. end
  891. if combatInfo.panelID then
  892. dataNet.panelIDs[0] = dataNet.panelIDs[0] + 1
  893. dataNet.panelIDs[dataNet.panelIDs[0]] = tonumber(combatInfo.panelID)
  894. end
  895. -- 攻守方基本信息
  896. RoleLogic.makeRoleBase(combatInfo.defender, dataNet.target)
  897. RoleLogic.makeRoleBase(combatInfo.attacker, dataNet.self)
  898. -- 每个出战单位的战斗统计
  899. dataNet.result[0] = 0
  900. for pos = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  901. local obj = combatInfo.objList and combatInfo.objList[pos]
  902. if obj then
  903. dataNet.result[0] = dataNet.result[0] + 1
  904. local net = dataNet.result[dataNet.result[0]]
  905. fontFinishResultNet(net, obj)
  906. end
  907. end
  908. -- 出战魔兽
  909. for _,pos in ipairs(CombatDefine.SIDE2HELPPOS[0]) do
  910. local pet = combatInfo.helpList and combatInfo.helpList[pos]
  911. if pet and pet.isPet then
  912. dataNet.result[0] = dataNet.result[0] + 1
  913. local net = dataNet.result[dataNet.result[0]]
  914. fontFinishResultNet(net, pet)
  915. end
  916. end
  917. -- 奖励
  918. local rewardItem = combatInfo.rewardItem
  919. local len = 0
  920. for k, v in pairs(rewardItem) do
  921. if not ItemDefine.isEquip(v[1]) then
  922. len = len + 1
  923. Grid.makeItem(dataNet.items[len], v[1], v[2])
  924. end
  925. end
  926. dataNet.items[0] = EquipLogic.makeEquipItem(combatInfo, dataNet.items, len)
  927. return true
  928. end
  929. -- 发送战斗结束
  930. function sendCombatFinish(human, combatInfo)
  931. local msgRet = Msg.gc.GC_COMBAT_FINISH
  932. msgRet.data.nBattleType = 0
  933. local dataNet = msgRet.data
  934. local isQuick = human.db.combatQuick[combatInfo.type] or 0
  935. if not fontCombatFinish(dataNet, combatInfo, isQuick) then
  936. return
  937. end
  938. BeginStory.handleBattleFail(human, combatInfo.isWin, combatInfo.type, combatInfo.isVideo, msgRet)
  939. BeginStory.handleBattle8End(human, combatInfo.isWin, combatInfo.isVideo, combatInfo.type, msgRet)
  940. BeginStory.handleBattle12End(human, combatInfo.isWin, combatInfo.isVideo, combatInfo.type, msgRet)
  941. if CombatDefine.COMBAT_TYPE1 == combatInfo.type then
  942. msgRet.data.nBattleType = human.db.battleType
  943. if true == combatInfo.isWin and BattleLogic.BattleLogic_IsLastLevels(human, human.db.battleType) then
  944. msgRet.data.param = "0|0|0"
  945. end
  946. end
  947. Msg.send(msgRet,human.fd)
  948. end
  949. ---------------------------------------- 下面是战斗各种设置逻辑 ------------------------------------------------
  950. local function getMonsterBossName(param)
  951. local monsterOutID = param.monsterOutID
  952. local posList = param.posList
  953. for i,member in ipairs(MonsterExcel.monsterOut[monsterOutID].member) do
  954. local monsterID = member[1]
  955. local monsterConfig = MonsterExcel.monster[monsterID]
  956. if monsterConfig and posList[monsterID] ~= nil then
  957. return monsterConfig.name
  958. end
  959. end
  960. end
  961. -- 在各种战前加成后,重新设置血量
  962. function recalcHpFightBegin(human, combatType, cbParam)
  963. for i = 1,CombatDefine.COMBAT_HERO_CNT do
  964. local atkPos = getPos(CombatDefine.ATTACK_SIDE, i)
  965. local atkObj = CombatImpl.objList[atkPos]
  966. if atkObj then
  967. if atkObj.isSysAttrChange then
  968. CombatObj.calcAttr(atkObj)
  969. -- 重新计算血量
  970. if combatType == CombatDefine.COMBAT_TYPE9 then
  971. DrillLogic.calcAttrAtk(human, i, atkObj, cbParam)
  972. elseif combatType == CombatDefine.COMBAT_TYPE17 then
  973. ValleyLogic.calcAttr(CombatDefine.ATTACK_SIDE, i, atkObj, cbParam)
  974. elseif combatType == CombatDefine.COMBAT_TYPE8 then
  975. LianyuLogic.recalcHpFightBegin(human, i, atkObj)
  976. end
  977. end
  978. atkObj.hp = atkObj.hp or CombatObj.getHpMax(atkObj)
  979. atkObj.mp = atkObj.mp or atkObj.attr[RoleDefine.INIT_MP]
  980. atkObj.initHp = atkObj.hp
  981. atkObj.initMp = atkObj.mp
  982. end
  983. local defPos = getPos(CombatDefine.DEFEND_SIDE, i)
  984. local defObj = CombatImpl.objList[defPos]
  985. if defObj then
  986. if defObj.isSysAttrChange then
  987. CombatObj.calcAttr(defObj)
  988. if combatType == CombatDefine.COMBAT_TYPE9 then
  989. DrillLogic.calcAttrDef(human, i, defObj, cbParam)
  990. elseif combatType == CombatDefine.COMBAT_TYPE17 then
  991. ValleyLogic.calcAttr(CombatDefine.DEFEND_SIDE, i, defObj, cbParam)
  992. end
  993. end
  994. defObj.hp = defObj.hp or CombatObj.getHpMax(defObj)
  995. defObj.mp = defObj.mp or defObj.attr[RoleDefine.INIT_MP]
  996. defObj.initHp = defObj.hp
  997. defObj.initMp = defObj.mp
  998. end
  999. end
  1000. end
  1001. --战前加属性(包括各系统,被动技能,阵营光环)
  1002. function onFightBegin(human, combatType, cbParam, param)
  1003. local moduleFn = getModule(combatType)
  1004. if moduleFn and moduleFn.onFightBegin then
  1005. moduleFn.onFightBegin(human, cbParam, combatType, param)
  1006. end
  1007. BeSkill.onFightBegin(human)
  1008. SkinLogic.onFightBegin(human) -- 处理皮肤属性
  1009. CombatPosLogic.onFightBegin(human)
  1010. recalcHpFightBegin(human, combatType, cbParam)
  1011. end
  1012. function getHumanHeroList(human,combatType, cbParam)
  1013. return getHumanObjList(human, combatType)
  1014. end
  1015. -- 设置英雄出战
  1016. local function setCombatInfo(formation,objList, side)
  1017. for index = 1, CombatDefine.COMBAT_HERO_CNT do
  1018. local obj = objList[index]
  1019. if obj then
  1020. -- 出战英雄站位
  1021. if CombatPosLogic.checkPos(formation,index, side) then
  1022. local pos = CombatDefine.SIDE2POS[side][index]
  1023. CombatImpl.setData(pos, obj)
  1024. end
  1025. end
  1026. end
  1027. end
  1028. -- 设置辅助对象出战
  1029. local function setHelp(helpList, side)
  1030. if not helpList then return end
  1031. for k,v in pairs(helpList) do
  1032. if k == CombatDefine.HELP_TYPE1 then
  1033. CombatPetCalc.calcGrowArgs(v)
  1034. CombatPetCalc.clacBuffArgs(v)
  1035. end
  1036. CombatImpl.setHelp(side,k,v)
  1037. end
  1038. end
  1039. -- 初始combatInfo
  1040. local function initCombatInfo(human, combatType, mapID)
  1041. local combatInfo = {}
  1042. combatInfo.time = os.time() -- 战斗时间
  1043. combatInfo.passTime = 0 -- 客户端经过的时间
  1044. combatInfo.type = combatType -- 战斗类型
  1045. combatInfo.mapID = mapID -- 地图
  1046. combatInfo.posAttr = {} -- 阵法属性
  1047. combatInfo.jiban = {} -- 阵法属性
  1048. combatInfo.attacker = nil -- 攻方基础角色信息 roleBase
  1049. combatInfo.defender = nil -- 守方基础角色信息 roleBase
  1050. combatInfo.atkJiban = nil -- 攻方羁绊英雄
  1051. combatInfo.defJiban = nil -- 守方羁绊英雄
  1052. combatInfo.isWin = nil -- 战斗结果
  1053. combatInfo.result = nil -- 战斗帧
  1054. combatInfo.skillUseList = nil -- 战斗技能
  1055. combatInfo.cmdUseList = nil -- 战斗技能命令
  1056. combatInfo.bufferUseList = nil -- 战斗buff
  1057. combatInfo.objList = nil -- 战斗英雄列表
  1058. combatInfo.helpList = nil -- 战斗魔兽列表
  1059. combatInfo.rewardItem = {} -- 奖励
  1060. combatInfo.endParam = nil -- 额外参数
  1061. combatInfo.isVideo = nil -- 是否录像
  1062. combatInfo.videoUuid = nil -- 录像uuid
  1063. combatInfo.panelID = nil -- 返回界面(特殊)
  1064. combatInfo.maxRound = nil -- 最大会合数
  1065. combatInfo.fightMode = nil -- 战斗模式
  1066. human.combat = combatInfo
  1067. return combatInfo
  1068. end
  1069. -- 为了战斗回放,某些数据需要保存
  1070. local function copyToCombatInfo(combatInfo)
  1071. combatInfo.isWin = CombatImpl.result.isWin
  1072. combatInfo.result = Util.copyTable(CombatImpl.result)
  1073. combatInfo.result.round = CombatImpl.round
  1074. combatInfo.skillUseList = Util.copyTable(CombatImpl.skillUseList)
  1075. combatInfo.cmdUseList = Util.copyTable(CombatImpl.cmdUseList)
  1076. combatInfo.bufferUseList = Util.copyTable(CombatImpl.bufferUseList)
  1077. combatInfo.objList = Util.copyTable(CombatImpl.objList)
  1078. combatInfo.helpList = Util.copyTable(CombatImpl.helpList)
  1079. combatInfo.totalAtkCnt = CombatImpl.totalAtkCnt
  1080. end
  1081. function setSkillAndBeskill(human,combatInfo)
  1082. local combatType = combatInfo.type
  1083. local moduleFn = getModule(combatType)
  1084. if moduleFn and moduleFn.setSkillAndBeskill then
  1085. moduleFn.setSkillAndBeskill(human,combatInfo)
  1086. end
  1087. end
  1088. function combatBegin(human, mapID, param, combatType, cbParam, isSaodang)
  1089. if COMBAT_CACHE[human.db._id] and COMBAT_CACHE[human.db._id][combatType] then
  1090. --assert(nil, "has combat cache "..combatType .. " " .. human.db.account) -- reyes test
  1091. human.combat = COMBAT_CACHE[human.db._id][combatType].combatInfo
  1092. sendCombatData(human, human.combat)
  1093. return
  1094. end
  1095. -- 获得地图ID
  1096. CombatImpl.init(combatType)
  1097. mapID = getMapID(human, combatType, param)
  1098. local defender, defHelp, defRBase,defFormation,defJiban = getCombatObjList(human, CombatDefine.DEFEND_SIDE, combatType, param)
  1099. local attacker, atkHelp, atkRBase, atkFormation,atkJiban
  1100. if defender then
  1101. attacker, atkHelp, atkRBase, atkFormation,atkJiban = getCombatObjList(human, CombatDefine.ATTACK_SIDE, combatType, param)
  1102. end
  1103. if not (attacker and next(attacker)) then
  1104. return
  1105. end
  1106. if not defender then
  1107. return
  1108. end
  1109. local combatInfo = initCombatInfo(human, combatType, mapID)
  1110. combatInfo.attacker = atkRBase or {}
  1111. combatInfo.atkHelp = atkHelp or {}
  1112. combatInfo.atkFormation = atkFormation
  1113. combatInfo.atkJiban = atkJiban
  1114. combatInfo.defender = defRBase or {}
  1115. combatInfo.defHelp = defHelp or {}
  1116. combatInfo.defFormation = defFormation
  1117. combatInfo.defJiban = defJiban
  1118. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1119. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1120. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker,atkJiban)
  1121. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender,defJiban)
  1122. combatInfo.maxRound = getMaxRound(human,combatType)
  1123. combatInfo.fightMode = getFightMode(combatType)
  1124. --战役第五关特殊处理
  1125. BeginStory.handleBattle5(human, combatType, defender)
  1126. JibanLogic.setBeSkill(attacker,combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  1127. JibanLogic.setBeSkill(defender,combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  1128. local changePos = nil
  1129. if combatType == CombatDefine.COMBAT_TYPE10 then
  1130. for k,v in pairs(attacker) do
  1131. changePos = k
  1132. attacker[k] = nil
  1133. attacker[5] = v
  1134. break
  1135. end
  1136. end
  1137. setCombatInfo(atkFormation, attacker, CombatDefine.ATTACK_SIDE)
  1138. setCombatInfo(defFormation, defender, CombatDefine.DEFEND_SIDE)
  1139. setHelp(atkHelp, CombatDefine.ATTACK_SIDE)
  1140. setHelp(defHelp, CombatDefine.DEFEND_SIDE)
  1141. CombatImpl.setMaxRound(combatInfo.maxRound)
  1142. CombatImpl.setFightMode(combatInfo.fightMode)
  1143. --需要对技能特殊处理的(比如不重置cd)
  1144. setSkillAndBeskill(human,combatInfo)
  1145. -- 战前属性/血量重算
  1146. local tempParam = cbParam
  1147. if combatType == CombatDefine.COMBAT_TYPE10 then
  1148. tempParam = {}
  1149. tempParam.cbParam = cbParam
  1150. tempParam.changePos = changePos
  1151. end
  1152. onFightBegin(human, combatType, tempParam, param)
  1153. makeAttrLogStr(human)
  1154. while CombatImpl.calcFrame() do end
  1155. copyToCombatInfo(combatInfo)
  1156. combatInfo.changePos = changePos
  1157. local result = combatInfo.isWin and CombatDefine.RESULT_WIN or CombatDefine.RESULT_FAIL
  1158. local isQuick = human.db.combatQuick[combatType] == 1-- 是否跳过战斗
  1159. if isSaodang or isQuick then
  1160. -- 扫荡/跳过战斗需要立刻出结果
  1161. onFightEnd(human, result, combatType, cbParam, combatInfo, isSaodang,param)
  1162. sendCombatFinish(human, combatInfo)
  1163. else
  1164. -- 发送战斗开始+战斗帧
  1165. sendCombatData(human, combatInfo)
  1166. addCombatCache(human.db._id, combatInfo, cbParam,param)
  1167. end
  1168. makeLogStr(human) -- 写战斗日志
  1169. end
  1170. function getCombatUseTime(combatInfo)
  1171. local combatUseTime = CombatDefine.COMBAT_ATK_TIME * (combatInfo.totalAtkCnt or 0) -- 1.2秒1次行动
  1172. combatUseTime = combatUseTime + 10 --带上出场时间
  1173. return combatUseTime
  1174. end
  1175. function combatGm(human,mapID,atkFormation,attacker,defFormation,defender,atkPet,defPet,rewardItem)
  1176. local combatType = 0
  1177. local config = CombatExcel.combat[combatType]
  1178. local combatInfo = initCombatInfo(human, combatType, mapID)
  1179. combatInfo.attacker = {}
  1180. combatInfo.defender = {}
  1181. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1182. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1183. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker)
  1184. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender)
  1185. combatInfo.rewardItem = rewardItem or combatInfo.rewardItem
  1186. combatInfo.atkFormation = atkFormation
  1187. combatInfo.defFormation = defFormation
  1188. combatInfo.fightMode = config.fightMode
  1189. CombatImpl.init(combatType)
  1190. setCombatInfo(atkFormation,attacker, CombatDefine.ATTACK_SIDE)
  1191. setCombatInfo(defFormation,defender, CombatDefine.DEFEND_SIDE)
  1192. setHelp({atkPet}, CombatDefine.ATTACK_SIDE)
  1193. setHelp({defPet}, CombatDefine.DEFEND_SIDE)
  1194. combatInfo.maxRound = getMaxRound(human,combatType)
  1195. CombatImpl.setMaxRound(combatInfo.maxRound)
  1196. CombatImpl.setFightMode(combatInfo.fightMode)
  1197. -- 战前属性/血量重算
  1198. onFightBegin(human, combatType, nil, {}, {})
  1199. makeAttrLogStr(human)
  1200. while CombatImpl.calcFrame() do end
  1201. copyToCombatInfo(combatInfo)
  1202. sendCombatData(human, combatInfo)
  1203. -- 方便调试不做缓存
  1204. addCombatCache(human.db._id, combatInfo)
  1205. makeLogStr(human) -- 写战斗日志
  1206. end
  1207. function combatGuide(human, atkFormation,attacker,defFormation,defender,atkPet,defPet)
  1208. local combatType = CombatDefine.COMBAT_TYPE18
  1209. local config = CombatExcel.combat[combatType]
  1210. local combatInfo = initCombatInfo(human, combatType, config.mapID)
  1211. combatInfo.attacker = {}
  1212. combatInfo.defender = {}
  1213. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1214. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1215. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker)
  1216. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender)
  1217. combatInfo.rewardItem = rewardItem or combatInfo.rewardItem
  1218. combatInfo.atkFormation = atkFormation
  1219. combatInfo.defFormation = defFormation
  1220. combatInfo.fightMode = config.fightMode
  1221. CombatImpl.init(combatType)
  1222. setCombatInfo(atkFormation,attacker, CombatDefine.ATTACK_SIDE)
  1223. setCombatInfo(defFormation,defender, CombatDefine.DEFEND_SIDE)
  1224. setHelp({atkPet}, CombatDefine.ATTACK_SIDE)
  1225. setHelp({defPet}, CombatDefine.DEFEND_SIDE)
  1226. combatInfo.maxRound = getMaxRound(human, combatType)
  1227. CombatImpl.setMaxRound(combatInfo.maxRound)
  1228. CombatImpl.setFightMode(combatInfo.fightMode)
  1229. JibanLogic.setBeSkill(attacker,combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  1230. JibanLogic.setBeSkill(defender,combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  1231. -- 战前属性/血量重算
  1232. onFightBegin(human, combatType, nil, {}, {})
  1233. human.combat = combatInfo
  1234. while CombatImpl.calcFrame() do end
  1235. copyToCombatInfo(human.combat)
  1236. end
  1237. --
  1238. function combatVedio(human, atkFormation, attacker,defFormation,defender,atkPet,defPet, fakeHuman)
  1239. local combatType = CombatDefine.COMBAT_TYPE22
  1240. local config = CombatExcel.combat[combatType]
  1241. local combatInfo = initCombatInfo(human, combatType, config.mapID)
  1242. combatInfo.attacker = {}
  1243. combatInfo.defender = {}
  1244. combatInfo.posAttr[CombatDefine.ATTACK_SIDE] = CombatPosLogic.getPosAttr(attacker)
  1245. combatInfo.posAttr[CombatDefine.DEFEND_SIDE] = CombatPosLogic.getPosAttr(defender)
  1246. combatInfo.jiban[CombatDefine.ATTACK_SIDE] = JibanLogic.getJiban(attacker)
  1247. combatInfo.jiban[CombatDefine.DEFEND_SIDE] = JibanLogic.getJiban(defender)
  1248. combatInfo.rewardItem = rewardItem or combatInfo.rewardItem
  1249. combatInfo.atkFormation = atkFormation
  1250. combatInfo.defFormation = defFormation
  1251. combatInfo.fightMode = config.fightMode
  1252. CombatImpl.init(combatType)
  1253. setCombatInfo(atkFormation,attacker, CombatDefine.ATTACK_SIDE)
  1254. setCombatInfo(defFormation,defender, CombatDefine.DEFEND_SIDE)
  1255. setHelp({atkPet}, CombatDefine.ATTACK_SIDE)
  1256. setHelp({defPet}, CombatDefine.DEFEND_SIDE)
  1257. combatInfo.maxRound = getMaxRound(human, combatType)
  1258. CombatImpl.setMaxRound(combatInfo.maxRound)
  1259. CombatImpl.setFightMode(combatInfo.fightMode)
  1260. JibanLogic.setBeSkill(attacker,combatInfo.jiban[CombatDefine.ATTACK_SIDE])
  1261. JibanLogic.setBeSkill(defender,combatInfo.jiban[CombatDefine.DEFEND_SIDE])
  1262. -- 战前属性/血量重算
  1263. onFightBegin(human, combatType, nil, {}, {})
  1264. human.combat = combatInfo
  1265. while CombatImpl.calcFrame() do end
  1266. copyToCombatInfo(human.combat)
  1267. sendCombatData(fakeHuman, combatInfo)
  1268. end
  1269. -- 战斗录像
  1270. local VEDIO_COMBAT_INFO = VEDIO_COMBAT_INFO or { db = {} }
  1271. function combatFightVedio(human, heroID)
  1272. local heroConfig = HeroExcel.hero[heroID]
  1273. if not heroConfig then return end
  1274. local combatConf = CombatExcel.gm[heroConfig.gm]
  1275. if not combatConf then return end
  1276. VEDIO_COMBAT_INFO.attacker = {}
  1277. VEDIO_COMBAT_INFO.defender = {}
  1278. VEDIO_COMBAT_INFO.atkFormation = combatConf.atkF
  1279. VEDIO_COMBAT_INFO.defFormation = combatConf.defF
  1280. local atkConf = nil
  1281. for i = 1, CombatDefine.COMBAT_HERO_CNT do
  1282. atkConf = nil
  1283. for k, v in ipairs(combatConf.atk) do
  1284. if i == v[2] then
  1285. atkConf = v
  1286. break
  1287. end
  1288. end
  1289. if atkConf then
  1290. VEDIO_COMBAT_INFO.attacker[i] = createHeroObj(VEDIO_COMBAT_INFO, atkConf[1], atkConf[3], atkConf[4], i,atkConf[5])
  1291. end
  1292. atkConf = nil
  1293. for k, v in ipairs(combatConf.def) do
  1294. if i == v[2] then
  1295. atkConf = v
  1296. break
  1297. end
  1298. end
  1299. if atkConf then
  1300. VEDIO_COMBAT_INFO.defender[i] = createHeroObj(VEDIO_COMBAT_INFO, atkConf[1], atkConf[3], atkConf[4], i,atkConf[5])
  1301. end
  1302. end
  1303. combatVedio(VEDIO_COMBAT_INFO, VEDIO_COMBAT_INFO.atkFormation, VEDIO_COMBAT_INFO.attacker,
  1304. VEDIO_COMBAT_INFO.defFormation, VEDIO_COMBAT_INFO.defender, nil, nil, human)
  1305. end
  1306. function repeatCombat(human, combatInfo)
  1307. if not combatInfo then
  1308. return
  1309. end
  1310. -- if isCombating(human) then
  1311. -- return Broadcast.sendErr(human, Lang.COMBAT_VIDEO_LOOK_ERR_ING)
  1312. -- end
  1313. combatInfo.isVideo = true
  1314. human.combat = combatInfo
  1315. sendCombatData(human, combatInfo)
  1316. sendCombatFinish(human, combatInfo)
  1317. end
  1318. -- 初始属性数据写日志
  1319. function makeAttrLogStr(human)
  1320. if not Config.IS_DEBUG then
  1321. return
  1322. end
  1323. local logStr = "\n初始属性数据:\n"
  1324. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  1325. data = CombatImpl.objList[i]
  1326. if data then
  1327. logStr = logStr .. "\n\t" .. "{pos:"..data.pos.." heroID:"..data.id.."}\n\t"
  1328. for k,v in pairs(data.attr) do
  1329. if v ~= 0 then
  1330. logStr = logStr .."{key:"..k..",value:"..v.."},"
  1331. end
  1332. end
  1333. end
  1334. end
  1335. logStr = logStr .."\n"
  1336. local f = io.open("./log/fight_log.log", "w+")
  1337. f:write(logStr)
  1338. assert(io.close(f))
  1339. end
  1340. function makeLogStr(human)
  1341. if not Config.IS_DEBUG then
  1342. return
  1343. end
  1344. local logStr = "\n战斗开始数据:\n"
  1345. for i = 1, CombatDefine.COMBAT_HERO_ALL_CNT do
  1346. data = CombatImpl.objList[i]
  1347. if data then
  1348. logStr = logStr .. "\t" .. "{pos:"..data.pos.." heroID:"..data.id.."}"
  1349. end
  1350. end
  1351. logStr = logStr .. "\n"
  1352. logStr = logStr .. "战斗帧数据:\n"
  1353. local result = CombatImpl.result
  1354. local frameCnt = result.frames and #result.frames or 0
  1355. for i = 1,frameCnt do
  1356. local data = result.frames[i]
  1357. logStr = logStr .. "\t" .. i .."帧\n"
  1358. for j = 1,#data.skillList do
  1359. local skillData = data.skillList[j]
  1360. logStr = logStr .. "\t\t技能释放 attackPos:"..skillData.attackPos.." skillID:"..skillData.skillID.."\n"
  1361. local hitLen = 0
  1362. for k = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1363. if skillData.hitList[k] then
  1364. hitLen = hitLen + 1
  1365. local skillHitData = skillData.hitList[k]
  1366. logStr = logStr .. "\t\t\t技能对象"..hitLen.." pos:"..k.." hpNow:"..skillHitData.hpNow.." attrs:"
  1367. local frameAttrs = skillHitData.attrs
  1368. local attrsLen = 0
  1369. if frameAttrs then
  1370. for m = 1,#frameAttrs do
  1371. logStr = logStr .. " {key:"..frameAttrs[m][1].." value:"..frameAttrs[m][2].."}"
  1372. end
  1373. end
  1374. logStr = logStr .. "\n"
  1375. end
  1376. end
  1377. local extraLen = 0
  1378. for k = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1379. if skillData.extraList[k] then
  1380. extraLen = extraLen + 1
  1381. local extraHitData = skillData.extraList[k]
  1382. logStr = logStr .. "\t\t\t额外作用对象"..extraLen.." pos:"..k.." cmd:"..extraHitData.cmd.." hpNow:"..extraHitData.hpNow.." attrs:"
  1383. local frameAttrs = extraHitData.attrs
  1384. if frameAttrs then
  1385. for m = 1,#frameAttrs do
  1386. logStr = logStr .. " {key:"..frameAttrs[m][1].." value:"..frameAttrs[m][2].."}"
  1387. end
  1388. end
  1389. logStr = logStr .. "\n"
  1390. end
  1391. end
  1392. end
  1393. local bufferLen = 0
  1394. for j = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1395. if data.bufferList[j] then
  1396. bufferLen = bufferLen + 1
  1397. logStr = logStr .. "\t\tbuffer更新 pos:"..j.."\n"
  1398. local bufferDataList = data.bufferList[j]
  1399. for i = 1,#bufferDataList do
  1400. local bufferData = bufferDataList[i]
  1401. logStr = logStr .. "\t\t\t bufferID:"..bufferData.id.." op:"..bufferData.op.." cnt:"..bufferData.cnt.." round:"..(bufferData.round or -1).." hpNow:"..bufferData.hpNow.." attrs:"
  1402. local attrsLen = 0
  1403. if bufferData.attrs then
  1404. for k,v in ipairs(bufferData.attrs) do
  1405. logStr = logStr .. " {key:"..v[1].." value:"..v[2].."}"
  1406. end
  1407. end
  1408. end
  1409. logStr = logStr .. "\n"
  1410. end
  1411. end
  1412. end
  1413. local f = io.open("./log/fight_log.log", "a+")
  1414. f:write(logStr)
  1415. assert(io.close(f))
  1416. end
  1417. -- 获取角色上阵的形象
  1418. function getRoleBody(human, combatType)
  1419. local teamType = CombatPosLogic.getTeamType(combatType)
  1420. local combatHero = teamType and human.db.combatHero[teamType]
  1421. if not combatHero then return end
  1422. local zhandouli = 0
  1423. local maxGrid = nil
  1424. for i = 1, CombatDefine.COMBAT_HERO_CNT do
  1425. local uuid = combatHero.list[i]
  1426. local heroGrid = HeroLogic.getHeroGridByUuid(human, uuid)
  1427. if heroGrid and type(heroGrid) == "table" and
  1428. zhandouli < heroGrid.zhandouli then
  1429. zhandouli = heroGrid.zhandouli
  1430. maxGrid = heroGrid
  1431. end
  1432. end
  1433. if not maxGrid then return end
  1434. return HeroGrid.getHeroBodyById(maxGrid.id)
  1435. end
  1436. -- 根据怪物组id获取外显
  1437. function getMonsterIDByOutID(monsterOutID, args)
  1438. local mocf = MonsterExcel.monsterOut[monsterOutID]
  1439. if not mocf then return end
  1440. local memberCnt = #mocf.member
  1441. local index = (monsterOutID % 1000) % memberCnt
  1442. if index == 0 then index = memberCnt - 1 end
  1443. local minfo = mocf.member[index]
  1444. if not minfo then
  1445. for _, minfo0 in ipairs(mocf.member) do
  1446. if minfo0[1] > 0 then
  1447. minfo = minfo0
  1448. break
  1449. end
  1450. end
  1451. end
  1452. if not minfo then return end
  1453. local monsterID = minfo[1]
  1454. local monsterLv = minfo[2]
  1455. local mcf = monsterID and MonsterExcel.monster[monsterID]
  1456. if not mcf then return end
  1457. if mocf.combatType == CombatDefine.COMBAT_TYPE5 then
  1458. if args then
  1459. local throneID = args[1]
  1460. local evolveCnt = args[2]
  1461. monsterLv = TheStarsLogic.getMonsterLvAttr(1, throneID, evolveCnt)
  1462. end
  1463. end
  1464. return monsterID, mcf, monsterLv
  1465. end
  1466. -- 根据伤害计算胜负
  1467. function calcWinByHurt(combatInfo)
  1468. if not combatInfo.isWin then return end
  1469. if not combatInfo.objList then return end
  1470. local atkHurt = 0
  1471. local defHurt = 0
  1472. local atkLive = 0
  1473. local defLive = 0
  1474. for i = 1,CombatDefine.COMBAT_HERO_CNT do
  1475. local atkPos = getPos(CombatDefine.ATTACK_SIDE, i)
  1476. local atkObj = combatInfo.objList[atkPos]
  1477. if atkObj then
  1478. atkHurt = atkHurt + atkObj.result[1]
  1479. if atkObj.hp > 0 and not atkLive then
  1480. atkLive = 1
  1481. end
  1482. end
  1483. local defPos = getPos(CombatDefine.DEFEND_SIDE, i)
  1484. local defObj = combatInfo.objList[defPos]
  1485. if defObj then
  1486. defHurt = defHurt + defObj.result[1]
  1487. if atkObj.hp > 0 and not defLive then
  1488. defLive = 1
  1489. end
  1490. end
  1491. end
  1492. if atkLive == 0 then
  1493. atkHurt = 0
  1494. elseif defLive == 0 then
  1495. defLive = 0
  1496. end
  1497. combatInfo.isWin = atkHurt > defHurt and true or false
  1498. return combatInfo.isWin
  1499. end
  1500. ------------- reyes test ---------------------
  1501. function isCombating(human)
  1502. local list = COMBAT_CACHE[human.db._id]
  1503. if not list then return end
  1504. for combatType, combatCache in pairs(list) do
  1505. if not combatCache.combatInfo.isVideo then
  1506. return true
  1507. end
  1508. end
  1509. end
  1510. function getCombatCache(uuid, type)
  1511. return COMBAT_CACHE[uuid] and COMBAT_CACHE[uuid][type]
  1512. end
  1513. function addCombatCache(uuid, combatInfo, cbParam,param)
  1514. COMBAT_CACHE[uuid] = COMBAT_CACHE[uuid] or {} -- reyes test
  1515. local tempCache = {}
  1516. local result = combatInfo.isWin and CombatDefine.RESULT_WIN or CombatDefine.RESULT_FAIL
  1517. tempCache.result = result
  1518. tempCache.combatType = combatInfo.type
  1519. tempCache.cbParam = cbParam
  1520. tempCache.combatInfo = combatInfo
  1521. tempCache.param = param
  1522. tempCache.ts = os.time() + getCombatUseTime(combatInfo)
  1523. COMBAT_CACHE[uuid][combatInfo.type] = tempCache
  1524. end
  1525. function cleanCombatCache(uuid, type)
  1526. if not COMBAT_CACHE[uuid] then return end
  1527. COMBAT_CACHE[uuid][type] = nil
  1528. if Util.getTableCount(COMBAT_CACHE[uuid]) == 0 then
  1529. COMBAT_CACHE[uuid] = nil
  1530. end
  1531. end
  1532. function clientFinish(human, type, noSend)
  1533. if COMBAT_CACHE[human.db._id] == nil or COMBAT_CACHE[human.db._id][type] == nil then
  1534. return
  1535. end
  1536. local combatCache = COMBAT_CACHE[human.db._id][type]
  1537. cleanCombatCache(human.db._id, type)
  1538. --print("onend-=----------------------")
  1539. if not combatCache.combatInfo.isVideo then
  1540. onFightEnd(human, combatCache.result, combatCache.combatType, combatCache.cbParam, combatCache.combatInfo,combatCache.param)
  1541. end
  1542. -- 绝望深渊 非失败 不发
  1543. -- 冰龙 次元魔珠 失落神庙 不走默认结算协议
  1544. if type ~= CombatDefine.COMBAT_TYPE8 and
  1545. type ~= CombatDefine.COMABT_TYPE23 and
  1546. type ~= CombatDefine.COMBAT_TYPE20 and
  1547. type ~= CombatDefine.COMBAT_TYPE24
  1548. and not noSend then
  1549. sendCombatFinish(human, combatCache.combatInfo)
  1550. end
  1551. end
  1552. function clientPassTime(human, type, passTime)
  1553. if COMBAT_CACHE[human.db._id] == nil or COMBAT_CACHE[human.db._id][type] == nil then
  1554. return
  1555. end
  1556. local combatInfo = COMBAT_CACHE[human.db._id][type].combatInfo
  1557. combatInfo.passTime = passTime
  1558. end
  1559. function onLogin(human)
  1560. checkFinish(human)
  1561. -- 这里要先check才判断cache 因为check完cache可能就空了
  1562. if COMBAT_CACHE[human.db._id] == nil then
  1563. return
  1564. end
  1565. for k, v in pairs(COMBAT_CACHE[human.db._id]) do
  1566. --assert(nil, "has combat cache "..combatType .. " " .. human.db.account) -- reyes test
  1567. human.combat = v.combatInfo
  1568. sendCombatData(human, human.combat, true)
  1569. end
  1570. end
  1571. function checkFinish(human)
  1572. if COMBAT_CACHE[human.db._id] == nil then
  1573. return
  1574. end
  1575. local now = os.time()
  1576. for k, v in pairs(COMBAT_CACHE[human.db._id]) do
  1577. if now >= v.ts then
  1578. clientFinish(human, k)
  1579. if COMBAT_CACHE[human.db._id] == nil then
  1580. return
  1581. end
  1582. end
  1583. end
  1584. end
  1585. -- 不管时间立刻结算 目前只有踢人等非正常下线会用到
  1586. function forceFinish(human)
  1587. if COMBAT_CACHE[human.db._id] == nil then
  1588. return
  1589. end
  1590. local now = os.time()
  1591. for k, v in pairs(COMBAT_CACHE[human.db._id]) do
  1592. clientFinish(human, k)
  1593. if COMBAT_CACHE[human.db._id] == nil then
  1594. return
  1595. end
  1596. end
  1597. end
  1598. function killFrames(combatInfo)
  1599. --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
  1600. if combatInfo.result.frames and #combatInfo.result.frames > 200 then
  1601. for i = 201,#combatInfo.result.frames do
  1602. combatInfo.result.frames[i] = nil
  1603. end
  1604. end
  1605. end