TargetMode.lua 39 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 CombatBuff = require("combat.CombatBuff")
  9. local SkillExcel = require("excel.skill").skill
  10. local Skill = require("combat.Skill")
  11. local targets = {}
  12. local handler = {} --选择策略
  13. --对象选择器begin
  14. --[[
  15. ret = 0,1,2 // 0:需要继承skilltargets 1:敌方 2 : 己方
  16. ]]
  17. local function getTargetSide(attacker,targetMode)
  18. if not targetMode[2] or targetMode[2] == 0 then
  19. return 0
  20. elseif targetMode[2] == 1 then
  21. if attacker.side == CombatDefine.ATTACK_SIDE then
  22. return CombatDefine.DEFEND_SIDE
  23. else
  24. return CombatDefine.ATTACK_SIDE
  25. end
  26. elseif targetMode[2] == 2 then
  27. return attacker.side
  28. end
  29. end
  30. local function canTarget(obj)
  31. if obj and obj.hp and obj.hp > 0 and not CombatBuff.isStatus(obj,{"revive"}) and CombatDefine.isBackup(obj) ~= CombatDefine.BACKUP_TYPE1 then
  32. return true
  33. end
  34. end
  35. local function getObj(pos)
  36. -- 不能直接取 援军对象
  37. if pos == CombatDefine.BACKUP_POS[1] or pos == CombatDefine.BACKUP_POS[2] then return end
  38. local obj = CombatImpl.objList[pos]
  39. local backupPos = pos < CombatDefine.COMBAT_HERO_CNT and CombatDefine.BACKUP_POS[1] or CombatDefine.BACKUP_POS[2]
  40. local backupObj = CombatImpl.objList[backupPos]
  41. -- 援军已上场
  42. if backupObj and backupObj.backupPos == pos then
  43. return backupObj
  44. end
  45. return obj
  46. end
  47. local function handlerInit(attacker, targetMode)
  48. -- 清除分摊标志
  49. attacker.handBuffCalcType = nil
  50. for _, pos in ipairs(CombatDefine.SIDE2POS[0]) do
  51. local obj = getObj(pos)
  52. if obj then
  53. obj.fentq = nil
  54. obj.addByfentan = nil --更新标识
  55. end
  56. end
  57. end
  58. -- 处理所有对象是否需要分摊
  59. local function handlerFenTan(attacker, targetMode, skillTargets, cmdTargets, skillID)
  60. if #targets <= 0 then return end
  61. if skillID then
  62. --local skillConfig = SkillExcel[skillID]
  63. local skillConfig = Skill.GetSkillConfig(skillID)
  64. if skillConfig then
  65. if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan then
  66. return
  67. end
  68. end
  69. end
  70. local tagObj = targets[1]
  71. local targetSide = tagObj.side
  72. local fentq = {}
  73. local fentCnt = 0
  74. for _, pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  75. local obj = getObj(pos)
  76. if obj and canTarget(obj) and obj.bufferCmd["fentan"] then
  77. fentq[pos] = 1
  78. fentCnt = fentCnt + 1
  79. end
  80. end
  81. -- 分摊比列
  82. for _, pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  83. local obj = getObj(pos)
  84. if obj and canTarget(obj) and obj.bufferCmd["fentan"] then
  85. obj.fentq = fentCnt
  86. -- 把不在队列的分摊对象加入到队列当中
  87. local find = false
  88. for _, tarobj in ipairs(targets) do
  89. if tarobj.pos == obj.pos then
  90. find = true
  91. end
  92. end
  93. if not find then
  94. obj.addByfentan = true --增加一个标识,表示是该对象是由于拥有"fentan" buff 额外加入对象列表的
  95. targets[#targets + 1] = obj
  96. end
  97. end
  98. end
  99. end
  100. local function handlerHunluan(attacker,targetMode)
  101. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  102. local len = 0
  103. local selectList = {}
  104. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  105. local obj = getObj(pos)
  106. if canTarget(obj) then
  107. len = len + 1
  108. selectList[len] = obj
  109. end
  110. end
  111. -- 混乱要随机选择目标 modify buy dxzeng
  112. local randomLen = #selectList
  113. if randomLen <= 0 or cnt <= 0 then return end
  114. if cnt > randomLen then
  115. cnt = randomLen
  116. end
  117. for index = 1, cnt do
  118. local len = 0
  119. local tempRandom = {}
  120. for k, v in pairs(selectList) do
  121. len = len + 1
  122. tempRandom[len] = k
  123. end
  124. local randomIndex = math.random(1, len)
  125. local selectIndex = tempRandom[randomIndex]
  126. targets[#targets+1] = selectList[selectIndex]
  127. selectList[selectIndex] = nil
  128. end
  129. end
  130. local function handlerStatus(attacker,status)
  131. local targetSide
  132. if attacker.side == CombatDefine.ATTACK_SIDE then
  133. targetSide = CombatDefine.DEFEND_SIDE
  134. else
  135. targetSide = CombatDefine.ATTACK_SIDE
  136. end
  137. for _,pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  138. local obj = getObj(pos)
  139. if canTarget(obj) and CombatBuff.isStatus(obj,status) then
  140. targets[#targets+1] = obj
  141. return
  142. end
  143. end
  144. end
  145. --
  146. CAN_EMPTY_TARGET = { [22] = 1 }
  147. function getTargets(attacker, targetMode, skillTargets, cmdTargets, checkChaofen, isNormalAtk, skillID, isNeedFentanObjs)
  148. for i = 1, #targets do
  149. targets[i] = nil
  150. end
  151. if isNeedFentanObjs then
  152. handlerInit(attacker, targetMode)
  153. end
  154. if isNormalAtk then
  155. local isStatus, cmd, ind = CombatBuff.isStatus(attacker, { "tiaoxin" })
  156. if isStatus then
  157. local buffer = attacker.buffer[ind]
  158. local target = buffer.attackPos and getObj(buffer.attackPos)
  159. if canTarget(target) then
  160. targets[#targets + 1] = target
  161. end
  162. elseif attacker.normalTarget and attacker.normalTarget.status then
  163. handlerStatus(attacker, attacker.normalTarget.status)
  164. end
  165. end
  166. if targets[1] == nil then
  167. if checkChaofen then
  168. -- 检查是否被嘲讽
  169. local chaofen, fromPos = CombatBuff.isChaofen(attacker)
  170. if chaofen then
  171. local obj = getObj(fromPos)
  172. if canTarget(obj) and obj.pos ~= attacker.pos then
  173. return { obj }, true
  174. end
  175. end
  176. end
  177. if skillID and CombatBuff.isStatus(attacker, { "hunluan" }) and CombatImpl.isFanji == false then
  178. handlerHunluan(attacker, targetMode)
  179. elseif handler[targetMode[1]] then
  180. handler[targetMode[1]](attacker, targetMode, skillTargets, cmdTargets, skillID)
  181. end
  182. if not CAN_EMPTY_TARGET[targetMode[1]] and targetMode[2] == 1 and targets[1] == nil and targetMode[1] ~= 32 then
  183. handler[1](attacker, targetMode, skillTargets)
  184. end
  185. --战斗对象有分摊buff后导致会分摊debuff的修改, 如果需要更新到线上就把注释打开
  186. if isNeedFentanObjs then
  187. handlerFenTan(attacker, targetMode, skillTargets, cmdTargets, skillID)
  188. end
  189. end
  190. local ret = { }
  191. for _, v in ipairs(targets) do
  192. ret[#ret + 1] = v
  193. end
  194. return ret
  195. end
  196. local function getTargetList(side,isSkillTarget,exclude,skillTargets)
  197. -- print("[getTargetList] ",side , isSkillTarget,exclude)
  198. local targetList = {}
  199. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[side]) do
  200. local obj = getObj(pos)
  201. if canTarget(obj) then
  202. -- print("[getTargetList] 加入目标表 id = "..obj.id)
  203. targetList[#targetList+1] = obj
  204. end
  205. end
  206. if isSkillTarget ~= 1 then
  207. -- print("[getTargetList] 111111111")
  208. local skillTargetList = {}
  209. for _,obj in ipairs(skillTargets) do
  210. skillTargetList[#skillTargetList + 1] = obj
  211. end
  212. if exclude == 1 then
  213. targetList = skillTargetList
  214. else
  215. --从targetList中剔除skillTargetList
  216. for _,obj in ipairs(skillTargetList) do
  217. for i = 1,#targetList do
  218. if targetList[i].pos == obj.pos then
  219. table.remove(targetList,i)
  220. break
  221. end
  222. end
  223. end
  224. end
  225. end
  226. return targetList
  227. end
  228. local function getAllTargetList(side)
  229. local targetList = {}
  230. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[side]) do
  231. local obj = getObj(pos)
  232. if obj then
  233. targetList[#targetList+1] = obj
  234. end
  235. end
  236. return targetList
  237. end
  238. -- 全体目标
  239. --[[
  240. @param2 = {
  241. handlerID,
  242. side 0: 全部双方 1:敌方 2: 己方
  243. isSkillTarget 1:非 2:是;默认1
  244. exclude 1: 否 2:是 和isSkillTarget关联,是skillTarget还是取非skillTarget
  245. }
  246. @param3 = targetObjList 技能目标(所有目标)
  247. ]]
  248. local function handler2(attacker,targetMode,skillTargets)
  249. local targetSide = getTargetSide(attacker,targetMode)
  250. -- 如果传入有skillTarget 优先使用技能所带的target集合
  251. local isSkillTarget = targetMode[3] or 1
  252. local exclude = targetMode[4] or 1
  253. local targetList = getTargetList(targetSide,isSkillTarget,exclude,skillTargets)
  254. -- 转化为目标target
  255. for _,obj in ipairs (targetList) do
  256. targets[#targets + 1] = obj
  257. end
  258. end
  259. -- 自己
  260. local function handler10(attacker)
  261. --if canTarget(obj) then
  262. targets[1] = attacker
  263. --end
  264. end
  265. -- 选择指定排号
  266. --[[
  267. @param2 = {
  268. handlerID,
  269. side,
  270. cnt,
  271. {1,2}
  272. }
  273. ]]
  274. local function handler28(attacker,targetMode)
  275. local targetSide = getTargetSide(attacker,targetMode)
  276. -- 若没有配置默认攻击全部排
  277. local rowList = targetMode[4] or {1,2,3}
  278. local targetPosList = {}
  279. -- 待优化@mafei
  280. for row,list in pairs(CombatDefine.ROW2POS[targetSide]) do
  281. if table.find(rowList,row) then
  282. for _,pos in pairs(list) do
  283. table.insert(targetPosList,pos)
  284. end
  285. end
  286. end
  287. local cnt = targetMode[3]
  288. -- 随机打乱排序
  289. table.shuffle(targetPosList)
  290. for _,pos in ipairs(targetPosList) do
  291. local obj = getObj(pos)
  292. if canTarget(obj) and obj.pos ~= attacker.pos then
  293. targets[#targets+1] = obj
  294. end
  295. if #targets >= cnt then
  296. return
  297. end
  298. end
  299. end
  300. -- 随机选择X个目标
  301. --[[
  302. @param2 = {
  303. handlerID,
  304. side,
  305. cnt, 选择的数量 默认为1
  306. isSelf 0/默认:不做判定 1:不能选择自己, 2:必须有自己
  307. }
  308. ]]
  309. local function handler6(attacker,targetMode)
  310. local targetSide = getTargetSide(attacker,targetMode)
  311. -- 默认选择一个
  312. local cnt = targetMode[3] or 1
  313. local noSelf = targetMode[4] or 0
  314. local targetList = {}
  315. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  316. local obj = getObj(pos)
  317. if canTarget(obj) then
  318. targetList[#targetList+1] = obj
  319. end
  320. end
  321. if noSelf == 2 then
  322. targets[#targets+1] = attacker
  323. end
  324. table.shuffle(targetList)
  325. for _,obj in ipairs(targetList) do
  326. if #targets >= cnt then
  327. break
  328. end
  329. if obj.pos ~= attacker.pos or noSelf == 0 then
  330. targets[#targets+1] = obj
  331. end
  332. end
  333. end
  334. -- 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
  335. --[[
  336. @param2 = {
  337. handlerID,
  338. side,
  339. cnt, 选择的数量 默认为1
  340. attrID, 属性ID
  341. order, 排序方式 0 升序, 1 降序 默认为升序
  342. }
  343. ]]
  344. local function handler7(attacker,targetMode)
  345. local cnt = targetMode[3] or 1
  346. local attrID = targetMode[4] or RoleDefine.HP -- 默认是HP
  347. local order = targetMode[5] or 0 -- 默认升序
  348. local targetList = {}
  349. local targetSide = getTargetSide(attacker,targetMode)
  350. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  351. local obj = getObj(pos)
  352. if canTarget(obj) then
  353. targetList[#targetList+1] = obj
  354. end
  355. end
  356. table.sort(targetList,function(a,b)
  357. local a_attr = CombatObj.getValue(a,attrID)
  358. local b_attr = CombatObj.getValue(b,attrID)
  359. -- 血量计算比较特殊, HPLimit * HPPercent
  360. -- if attrID == RoleDefine then
  361. -- a_attr = CombatObj.getHpMax(a)
  362. -- b_attr = CombatObj.getHpMax(b)
  363. -- end
  364. local ret = a_attr < b_attr
  365. if order ~= 0 then
  366. ret = a_attr > b_attr
  367. end
  368. return ret
  369. end)
  370. for i = 1,cnt do
  371. targets[#targets + 1] = targetList[i]
  372. if #targets >= cnt then
  373. break
  374. end
  375. end
  376. end
  377. --当前最低
  378. --[[
  379. @param2 = {
  380. handlerID,
  381. side,
  382. cnt,
  383. hp/mp, -- 血量还是蓝量
  384. order,
  385. }
  386. ]]
  387. local statusMap = {
  388. [RoleDefine.HP] = "hp",
  389. }
  390. local function handler8(attacker,targetMode)
  391. local cnt = targetMode[3] or 1
  392. local status = statusMap[targetMode[4]] or "hp" -- 默认是HP
  393. local order = targetMode[5] or 0 -- 默认升序
  394. local targetSide = getTargetSide(attacker,targetMode)
  395. local targetList = {}
  396. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  397. local obj = getObj(pos)
  398. if canTarget(obj) then
  399. targetList[#targetList+1] = obj
  400. end
  401. end
  402. table.sort(targetList,function(a,b)
  403. local a_value = a[status] or 0
  404. local b_value = b[status] or 0
  405. local ret = a_value < b_value
  406. if order ~= 0 then
  407. ret = a_value > b_value
  408. end
  409. return ret
  410. end)
  411. for i = 1,cnt do
  412. targets[#targets + 1] = targetList[i]
  413. if #targets >= cnt then
  414. break
  415. end
  416. end
  417. end
  418. -- 选择正前方一列的X目标
  419. --[[
  420. @param2 = {
  421. handlerID,
  422. side,
  423. cnt,
  424. col, 默认正前方,否则选择colList行数
  425. }
  426. -- 改为优先打前排>中排>后排,同一排多个目标则优先打对位
  427. ]]
  428. local function handler26(attacker,targetMode)
  429. local cnt = targetMode[3] or 1
  430. local targetCol = targetMode[4]
  431. local targetSide = getTargetSide(attacker,targetMode)
  432. -- 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
  433. if not targetCol then
  434. for col,list in pairs(CombatDefine.COLUMN2POS[attacker.side]) do
  435. if table.find(list,attacker.pos) then
  436. targetCol = col
  437. break
  438. end
  439. end
  440. end
  441. -- -- 筛选出前后排
  442. -- local nLen = #CombatDefine.ROW2POS[targetSide]
  443. -- local tChoseObj, nChoseCol = {}, nil
  444. -- -- 从后往前才是前,中,后排
  445. -- for i = 1, nLen, 1 do
  446. -- local tPosList = CombatDefine.ROW2POS[targetSide][i]
  447. -- for j = 1, #tPosList, 1 do
  448. -- local nPos = tPosList[j]
  449. -- local tObj = getObj(nPos)
  450. -- if canTarget(tObj) then
  451. -- table.insert(tChoseObj, tObj)
  452. -- end
  453. -- end
  454. -- if nil ~= _G.next(tChoseObj) then
  455. -- nChoseCol = i
  456. -- break
  457. -- end
  458. -- end
  459. -- if nil == _G.next(tChoseObj) then
  460. -- return
  461. -- end
  462. -- local bChosePos = nChoseCol == targetCol and true or false
  463. -- local nChoseLen = 0
  464. -- local nDuiWeiPos = (attacker.pos - 10 > 0) and attacker.pos - 10 or attacker.pos + 10
  465. -- local tChoseIndex = {}
  466. -- for i, v in ipairs(tChoseObj) do
  467. -- if false == bChosePos then
  468. -- tChoseIndex[i] = true
  469. -- nChoseLen = nChoseLen + 1
  470. -- targets[#targets+1] = v
  471. -- else
  472. -- if v.pos and v.pos == nDuiWeiPos then
  473. -- nChoseLen = nChoseLen + 1
  474. -- targets[#targets+1] = v
  475. -- bChosePos = false
  476. -- tChoseIndex[i] = true
  477. -- end
  478. -- end
  479. -- if nChoseLen >= cnt then
  480. -- break
  481. -- end
  482. -- end
  483. -- -- 特殊处理,当bChosePos==true没有选择到对应的obj就任意选即可
  484. -- if nChoseLen < cnt then
  485. -- for i, v in ipairs(tChoseObj) do
  486. -- if not tChoseIndex[i] then
  487. -- tChoseIndex[i] = true
  488. -- nChoseLen = nChoseLen + 1
  489. -- targets[#targets+1] = v
  490. -- end
  491. -- if nChoseLen >= cnt then
  492. -- break
  493. -- end
  494. -- end
  495. -- end
  496. -- 筛选出还存在的列
  497. local colList = {}
  498. for col,list in pairs(CombatDefine.COLUMN2POS[targetSide]) do
  499. local colObjList = {}
  500. for i = 1,#list do
  501. local obj = getObj(list[i])
  502. if canTarget(obj) then
  503. table.insert(colObjList,obj)
  504. end
  505. end
  506. if #colObjList > 0 then
  507. table.insert(colList,colObjList)
  508. end
  509. end
  510. -- 没有可选的列
  511. if #colList == 0 then
  512. return
  513. end
  514. local targetList
  515. for col,list in ipairs(colList) do
  516. if col == targetCol then
  517. targetList = list
  518. break
  519. end
  520. end
  521. if not targetList then
  522. table.shuffle(colList)
  523. targetList = colList[1]
  524. end
  525. for _,obj in ipairs(targetList) do
  526. targets[#targets+1] = obj
  527. if #targets >= cnt then
  528. break
  529. end
  530. end
  531. end
  532. -- 选择英雄数量最多的一列或者一行
  533. --[[
  534. @param2 = {
  535. handlerID,
  536. side,
  537. cnt,
  538. col 1表示列,2表示行,默认为1
  539. }
  540. ]]
  541. local function handler31(attacker,targetMode)
  542. local cnt = targetMode[3] or 1
  543. local mode = targetMode[4] or 1
  544. local targetSide = getTargetSide(attacker,targetMode)
  545. local posList = CombatDefine.COLUMN2POS
  546. if mode ~= 1 then
  547. posList = CombatDefine.ROW2POS
  548. end
  549. local targetObjList = {}
  550. for _,list in ipairs(posList[targetSide]) do
  551. local objList = {}
  552. for i = 1,#list do
  553. local obj = getObj(list[i])
  554. -- 确认是武将(英雄)
  555. if canTarget(obj) and not obj.isPet then
  556. table.insert(objList,obj)
  557. end
  558. end
  559. if #targetObjList <= #objList then
  560. targetObjList = objList
  561. end
  562. end
  563. -- 筛选最后的targets
  564. table.shuffle(targetObjList)
  565. for i = 1,#targetObjList do
  566. targets[#targets+1] = targetObjList[i]
  567. if #targets >= cnt then
  568. break
  569. end
  570. end
  571. end
  572. --随机 选择目标 多次
  573. --[[
  574. @param2 = {
  575. handlerID,
  576. side,
  577. cnt, 随机选择的次数, 默认一次
  578. maxCnt 同一目标最多的次数,默认一次
  579. }
  580. ]]
  581. local function handler29(attacker,targetMode)
  582. local cnt = targetMode[3] or 1
  583. local maxCnt = targetMode[4] or 1
  584. local targetSide = getTargetSide(attacker,targetMode)
  585. local targetList = {}
  586. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  587. local obj = getObj(pos)
  588. if canTarget(obj) then
  589. table.insert(targetList,obj)
  590. end
  591. end
  592. local cntMap = {}
  593. for i = 0,cnt do
  594. local obj = table.shuffle(targetList)[#targetList]
  595. local objPos = obj.pos
  596. cntMap[objPos] = cntMap[objPos] or 0
  597. targets[#targets + 1] = obj
  598. cntMap[objPos] = cntMap[objPos] + 1
  599. if cntMap[objPos] >= maxCnt then
  600. table.remove(targetList,#targetList)
  601. end
  602. if #targetList <= 0 then
  603. break
  604. end
  605. end
  606. end
  607. --随机选择属性列表中一项最高的角色
  608. --[[
  609. @param2 = {
  610. handlerID,
  611. side
  612. cnt, 选择的数量,默认为1
  613. attrList, 属性列表
  614. order 排序方式 0 升序, 1 降序 默认为升序
  615. }
  616. ]]
  617. local function handler33(attacker,targetMode)
  618. local cnt = targetMode[3] or 1
  619. local attrList = targetMode[4] or {}
  620. local order = targetMode[5] or 0 -- 默认升序
  621. local targetSide = getTargetSide(attacker,targetMode)
  622. local targetList = {}
  623. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  624. local obj = getObj(pos)
  625. if canTarget(obj) then
  626. table.insert(targetList,obj)
  627. end
  628. end
  629. -- 随机出一个属性
  630. local attr = table.shuffle(attrList)[1] or RoleDefine.ATK
  631. table.sort(targetList,function(a,b)
  632. local a_attr = CombatObj.getValue(a,attr)
  633. local b_attr = CombatObj.getValue(b,attr)
  634. local ret = a_attr < b_attr
  635. if order ~= 0 then
  636. ret = a_attr > b_attr
  637. end
  638. return ret
  639. end)
  640. for _, obj in ipairs(targetList) do
  641. if #targets >= cnt then
  642. break
  643. end
  644. targets[#targets+1] = obj
  645. end
  646. end
  647. -- 根据自身指定buff层数选择x个目标
  648. --[[
  649. @param2 = {
  650. handlerID,
  651. side,
  652. buffID buff ID
  653. count, buff层数 默认为1
  654. cnt, 选择几个目标 默认为1
  655. isSkillTarget 1:非 2:是;默认1
  656. exclude 1: 否 2:是 和isSkillTarget关联,是skillTarget还是取非skillTarget
  657. }
  658. ]]
  659. local function handler32(attacker, targetMode, skillTargets)
  660. local buffID = assert(targetMode[3],"invalid config")
  661. local targetSide = getTargetSide(attacker,targetMode)
  662. local isSkillTarget = targetMode[6] or 1
  663. local exclude = targetMode[7] or 1
  664. local targetList = getTargetList(targetSide,isSkillTarget,exclude,skillTargets)
  665. local exist,buffLayer = CombatBuff.isStatus(attacker,{buffID})
  666. if not exist then
  667. return
  668. end
  669. local count = math.floor(buffLayer/(targetMode[4] or 1 ))
  670. local maxHit = targetMode[5] or 1
  671. local hitObjMap = {}
  672. -- 打乱targetList表
  673. table.shuffle(targetList)
  674. -- 筛选targets
  675. while true do
  676. if #targetList <= 0 or count <= 0 then
  677. break
  678. end
  679. local r = math.random(#targetList)
  680. local obj = targetList[r]
  681. hitObjMap[obj.pos] = hitObjMap[obj.pos] or 0
  682. -- 如果有重复的obj应该也删除
  683. if hitObjMap[obj.pos] >= maxHit then
  684. table.remove(targetList,r)
  685. else
  686. hitObjMap[obj.pos] = hitObjMap[obj.pos] + 1
  687. targets[#targets+1] = obj
  688. count = count - 1
  689. end
  690. end
  691. end
  692. -- 复活x个单位
  693. --[[
  694. @param2 = {
  695. handlerID,
  696. side,
  697. cnt, 选择复活的数量 默认为1
  698. }
  699. ]]
  700. local function handler21(attacker,targetMode)
  701. local cnt = targetMode[3] or 1
  702. local targetSide = getTargetSide(attacker,targetMode)
  703. local targetList = getAllTargetList(targetSide)
  704. table.shuffle(targetList)
  705. for _,obj in ipairs(targetList) do
  706. -- 判断能否复活
  707. if CombatBuff.canRevive(obj) then
  708. targets[#targets+1] = obj
  709. end
  710. if #targets >= cnt then
  711. break
  712. end
  713. end
  714. end
  715. --职业+攻击力排名
  716. --[[
  717. @param2 = {
  718. handlerID,
  719. side
  720. cnt,
  721. jobs, 职业列表
  722. }
  723. ]]
  724. local function handler24(attacker,targetMode)
  725. local targetSide = getTargetSide(attacker,targetMode)
  726. local targetList = {}
  727. local jobs = targetMode[4] or {}
  728. local cnt = targetMode[3] or 1
  729. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  730. local obj = getObj(pos)
  731. if canTarget(obj) then
  732. table.insert(targetList,obj)
  733. end
  734. end
  735. local attr = RoleDefine.ATK
  736. -- 降序排列
  737. table.sort(targetList,function(a,b)
  738. local a_attr = CombatObj.getValue(a,attr)
  739. local b_attr = CombatObj.getValue(b,attr)
  740. local ret = a_attr > b_attr
  741. if a_attr== b_attr then
  742. local a_idx = table.find(jobs,a.job) or (#jobs+1)
  743. local b_idx = table.find(jobs,b.job) or (#jobs+1)
  744. if a_idx ~= b_idx then
  745. return a_idx < b_idx
  746. end
  747. end
  748. return ret
  749. end)
  750. for _,obj in ipairs(targetList) do
  751. targets[#targets+1] = obj
  752. if #targets >= cnt then
  753. break
  754. end
  755. end
  756. end
  757. --选取百分比生命值最低cnt个目标
  758. --[[
  759. @param2 = {
  760. handlerID,
  761. side,
  762. cnt,
  763. limit 百分比
  764. }
  765. ]]
  766. local function handler14(attacker,targetMode)
  767. local targetSide = getTargetSide(attacker,targetMode)
  768. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  769. -- assert()
  770. --end
  771. local targetList = {}
  772. local limit = targetMode[4] or 100
  773. local cnt = targetMode[3] or 1
  774. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  775. local obj = getObj(pos)
  776. if canTarget(obj) then
  777. local obj_hp_limit = CombatObj.getValue(obj,RoleDefine.HP)
  778. if (obj.hp/obj_hp_limit) < (limit / 100) then
  779. table.insert(targetList,obj)
  780. end
  781. end
  782. end
  783. table.shuffle(targetList)
  784. for _,obj in ipairs(targetList) do
  785. targets[#targets+1] = obj
  786. if #targets >= cnt then
  787. break
  788. end
  789. end
  790. end
  791. --职业优先
  792. --[[
  793. @param2 = {
  794. handlerID,
  795. side,
  796. cnt,
  797. jobs -- 职业集合
  798. }
  799. ]]
  800. local function handler25(attacker,targetMode)
  801. local targetSide = getTargetSide(attacker,targetMode)
  802. if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  803. assert()
  804. end
  805. local cnt = targetMode[3] or 1
  806. local job = targetMode[4] or {}
  807. local temp = {}
  808. for _,pos in ipairs(CombatDefine.SIDE2POS[targetSide]) do
  809. local obj = getObj(pos)
  810. if canTarget(obj) and table.find(job,obj.job) then
  811. targets[#targets + 1] = obj
  812. end
  813. if #targets >= cnt then
  814. break
  815. end
  816. end
  817. -- 没有职业可选 则随机选择
  818. if #targets == 0 then
  819. handler6(attacker,{
  820. targetMode[1],
  821. targetMode[2],
  822. cnt
  823. })
  824. end
  825. end
  826. -- 技能选取
  827. local function handler0(_,_,skillTargets)
  828. for _,obj in ipairs (skillTargets) do
  829. targets[#targets + 1] = obj
  830. end
  831. end
  832. --技能目标(所有目标)
  833. local function handler11(_,_,skillTargets)
  834. -- abandon
  835. return handler0(_,_,skillTargets)
  836. end
  837. ------------------------------------ 未实现功能 分界线 ------------------------------------
  838. --默认顺序位置
  839. local function handler1(attacker,targetMode)
  840. local targetSide = getTargetSide(attacker,targetMode)
  841. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  842. -- assert()
  843. --end
  844. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  845. local atkPos = attacker.backupPos or attacker.pos
  846. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  847. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  848. local obj = getObj(pos)
  849. if canTarget(obj) and obj.pos ~= attacker.pos then
  850. targets[#targets+1] = obj
  851. end
  852. if #targets >= cnt then
  853. return
  854. end
  855. end
  856. end
  857. --最近一列
  858. local function handler4(attacker,targetMode)
  859. local targetSide = getTargetSide(attacker,targetMode)
  860. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  861. -- assert()
  862. --end
  863. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  864. local atkPos = attacker.backupPos or attacker.pos
  865. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  866. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  867. local obj = getObj(pos)
  868. if canTarget(obj) and obj.pos ~= attacker.pos then
  869. targets[#targets+1] = obj
  870. end
  871. if #targets >= cnt then
  872. return
  873. end
  874. end
  875. end
  876. --随机前,中,后排
  877. local function handler5(attacker,targetMode)
  878. -- abandon
  879. end
  880. --攻击最高
  881. --[[
  882. attacker = {
  883. backupPos,
  884. pos,
  885. }
  886. targetMode = [9,2,3] 选择类型,side(地方或者己方),选择人数
  887. ]]
  888. local function handler9(attacker,targetMode)
  889. local targetSide = getTargetSide(attacker,targetMode)
  890. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  891. -- assert()
  892. --end
  893. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  894. local atkPos = attacker.backupPos or attacker.pos
  895. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  896. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  897. local obj = getObj(pos)
  898. if canTarget(obj) and obj.pos ~= attacker.pos then
  899. targets[#targets+1] = obj
  900. end
  901. if #targets >= cnt then
  902. return
  903. end
  904. end
  905. end
  906. --技能目标(指定第几个目标)
  907. local function handler12(attacker,targetMode,skillTargets)
  908. local targetSide = getTargetSide(attacker,targetMode)
  909. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  910. -- assert()
  911. --end
  912. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  913. local atkPos = attacker.backupPos or attacker.pos
  914. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  915. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  916. local obj = getObj(pos)
  917. if canTarget(obj) and obj.pos ~= attacker.pos then
  918. targets[#targets+1] = obj
  919. end
  920. if #targets >= cnt then
  921. return
  922. end
  923. end
  924. end
  925. --被击时攻击者
  926. local function handler13(attacker,targetMode,skillTargets)
  927. local targetSide = getTargetSide(attacker,targetMode)
  928. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  929. -- assert()
  930. --end
  931. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  932. local atkPos = attacker.backupPos or attacker.pos
  933. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  934. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  935. local obj = getObj(pos)
  936. if canTarget(obj) and obj.pos ~= attacker.pos then
  937. targets[#targets+1] = obj
  938. end
  939. if #targets >= cnt then
  940. return
  941. end
  942. end
  943. end
  944. --技能目标(生命高于或者低于攻击方)
  945. local function handler15(attacker,targetMode,skillTargets)
  946. local targetSide = getTargetSide(attacker,targetMode)
  947. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  948. -- assert()
  949. --end
  950. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  951. local atkPos = attacker.backupPos or attacker.pos
  952. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  953. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  954. local obj = getObj(pos)
  955. if canTarget(obj) and obj.pos ~= attacker.pos then
  956. targets[#targets+1] = obj
  957. end
  958. if #targets >= cnt then
  959. return
  960. end
  961. end
  962. end
  963. --技能目标(护甲高于或者低于攻击方)
  964. local function handler16(attacker,targetMode,skillTargets)
  965. local targetSide = getTargetSide(attacker,targetMode)
  966. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  967. -- assert()
  968. --end
  969. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  970. local atkPos = attacker.backupPos or attacker.pos
  971. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  972. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  973. local obj = getObj(pos)
  974. if canTarget(obj) and obj.pos ~= attacker.pos then
  975. targets[#targets+1] = obj
  976. end
  977. if #targets >= cnt then
  978. return
  979. end
  980. end
  981. end
  982. --血量百分比最少
  983. local function handler17(attacker,targetMode)
  984. local targetSide = getTargetSide(attacker,targetMode)
  985. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  986. -- assert()
  987. --end
  988. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  989. local atkPos = attacker.backupPos or attacker.pos
  990. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  991. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  992. local obj = getObj(pos)
  993. if canTarget(obj) and obj.pos ~= attacker.pos then
  994. targets[#targets+1] = obj
  995. end
  996. if #targets >= cnt then
  997. return
  998. end
  999. end
  1000. end
  1001. --血量最少,优先选择非满血的英雄
  1002. local function handler18(attacker,targetMode)
  1003. local targetSide = getTargetSide(attacker,targetMode)
  1004. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  1005. -- assert()
  1006. --end
  1007. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  1008. local atkPos = attacker.backupPos or attacker.pos
  1009. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  1010. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1011. local obj = getObj(pos)
  1012. if canTarget(obj) and obj.pos ~= attacker.pos then
  1013. targets[#targets+1] = obj
  1014. end
  1015. if #targets >= cnt then
  1016. return
  1017. end
  1018. end
  1019. end
  1020. --随机后排,优先选择非满血的英雄
  1021. local function handler19(attacker,targetMode)
  1022. local targetSide = getTargetSide(attacker,targetMode)
  1023. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  1024. -- assert()
  1025. --end
  1026. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  1027. local atkPos = attacker.backupPos or attacker.pos
  1028. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  1029. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1030. local obj = getObj(pos)
  1031. if canTarget(obj) and obj.pos ~= attacker.pos then
  1032. targets[#targets+1] = obj
  1033. end
  1034. if #targets >= cnt then
  1035. return
  1036. end
  1037. end
  1038. end
  1039. --随机,优先选择非满血的英雄
  1040. local function handler20(attacker,targetMode)
  1041. local targetSide = getTargetSide(attacker,targetMode)
  1042. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  1043. -- assert()
  1044. --end
  1045. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  1046. local atkPos = attacker.backupPos or attacker.pos
  1047. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  1048. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1049. local obj = getObj(pos)
  1050. if canTarget(obj) and obj.pos ~= attacker.pos then
  1051. targets[#targets+1] = obj
  1052. end
  1053. if #targets >= cnt then
  1054. return
  1055. end
  1056. end
  1057. end
  1058. --非技能目标
  1059. local function handler22(attacker,targetMode,skillTargets)
  1060. local targetSide = getTargetSide(attacker,targetMode)
  1061. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  1062. -- assert()
  1063. --end
  1064. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  1065. local atkPos = attacker.backupPos or attacker.pos
  1066. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  1067. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1068. local obj = getObj(pos)
  1069. if canTarget(obj) and obj.pos ~= attacker.pos then
  1070. targets[#targets+1] = obj
  1071. end
  1072. if #targets >= cnt then
  1073. return
  1074. end
  1075. end
  1076. end
  1077. --技能目标(速度高于或者低于攻击方)
  1078. local function handler23(attacker,targetMode,skillTargets)
  1079. local targetSide = getTargetSide(attacker,targetMode)
  1080. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  1081. -- assert()
  1082. --end
  1083. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  1084. local atkPos = attacker.backupPos or attacker.pos
  1085. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  1086. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1087. local obj = getObj(pos)
  1088. if canTarget(obj) and obj.pos ~= attacker.pos then
  1089. targets[#targets+1] = obj
  1090. end
  1091. if #targets >= cnt then
  1092. return
  1093. end
  1094. end
  1095. end
  1096. --默认顺序位置2
  1097. local function handler27(attacker,targetMode)
  1098. local targetSide = getTargetSide(attacker,targetMode)
  1099. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  1100. -- assert()
  1101. --end
  1102. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  1103. local atkPos = attacker.backupPos or attacker.pos
  1104. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  1105. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1106. local obj = getObj(pos)
  1107. if canTarget(obj) and obj.pos ~= attacker.pos then
  1108. targets[#targets+1] = obj
  1109. end
  1110. if #targets >= cnt then
  1111. return
  1112. end
  1113. end
  1114. end
  1115. --攻击最高
  1116. local function handler30(attacker,targetMode)
  1117. local targetSide = getTargetSide(attacker,targetMode)
  1118. --if targetSide ~= CombatDefine.ATTACK_SIDE and targetSide ~= CombatDefine.DEFEND_SIDE then
  1119. -- assert()
  1120. --end
  1121. local cnt = targetMode[3] or CombatDefine.COMBAT_HERO_ALL_CNT
  1122. local atkPos = attacker.backupPos or attacker.pos
  1123. atkPos = atkPos % CombatDefine.COMBAT_HERO_ALL_CNT
  1124. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1125. local obj = getObj(pos)
  1126. if canTarget(obj) and obj.pos ~= attacker.pos then
  1127. targets[#targets+1] = obj
  1128. end
  1129. if #targets >= cnt then
  1130. return
  1131. end
  1132. end
  1133. end
  1134. --从技能目标中根据职业选择
  1135. --[=[
  1136. @param2 = {
  1137. handlerID,
  1138. jobs -- 职业集合
  1139. cnt,
  1140. }
  1141. ]=]--
  1142. local function handler34(attacker,targetMode, skillTargets)
  1143. local job = targetMode[2] or {}
  1144. local cnt = targetMode[3] or 1
  1145. local targetObjList = {}
  1146. for _,obj in ipairs (skillTargets) do
  1147. if canTarget(obj) and table.find(job,obj.job) then
  1148. targetObjList[#targetObjList + 1] = obj
  1149. end
  1150. end
  1151. -- 筛选最后的targets
  1152. table.shuffle(targetObjList)
  1153. for i = 1,#targetObjList do
  1154. targets[#targets+1] = targetObjList[i]
  1155. if #targets >= cnt then
  1156. break
  1157. end
  1158. end
  1159. end
  1160. -- 从全体中根据种族选择
  1161. --[[
  1162. @param2 = {
  1163. handlerID,
  1164. side 0: 全部双方 1:敌方 2: 己方
  1165. campList -- 种族集合
  1166. onjCnt 目标数量, 默认1
  1167. }
  1168. ]]
  1169. local function handler35(attacker,targetMode,skillTargets)
  1170. local targetSide = getTargetSide(attacker,targetMode)
  1171. local campList = targetMode[3] or {}
  1172. local cnt = targetMode[4] or 1
  1173. local targetList = {}
  1174. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1175. local obj = getObj(pos)
  1176. if canTarget(obj) and table.find(campList, obj.camp) then
  1177. targetList[#targetList+1] = obj
  1178. end
  1179. end
  1180. for _, obj in ipairs (targetList) do
  1181. if #targets >= cnt then
  1182. break
  1183. end
  1184. targets[#targets + 1] = obj
  1185. end
  1186. end
  1187. -- 按照属性X排序,选择前Y个目标, 且排除技能施放者,属性值需要比技能施放者高/低
  1188. --[[
  1189. @param2 = {
  1190. handlerID,
  1191. side,
  1192. cnt, 选择的数量 默认为1
  1193. attrID, 属性ID
  1194. cmpType, 比技能施放者属性高/低, 1 高, 0 低
  1195. }
  1196. ]]
  1197. local function handler36(attacker,targetMode)
  1198. local cnt = targetMode[3] or 1
  1199. local attrID = targetMode[4] or RoleDefine.HP -- 默认是HP
  1200. local cmpType = targetMode[5] or 0 --默认是比施放者属性低
  1201. local targetList = {}
  1202. local targetSide = getTargetSide(attacker,targetMode)
  1203. for _,pos in ipairs(CombatDefine.DEFAULT_TARGET_POS3[targetSide]) do
  1204. local obj = getObj(pos)
  1205. if canTarget(obj) and obj.pos ~= attacker.pos then
  1206. targetList[#targetList+1] = obj
  1207. end
  1208. end
  1209. table.sort(targetList,function(a,b)
  1210. local a_attr = CombatObj.getValue(a,attrID)
  1211. local b_attr = CombatObj.getValue(b,attrID)
  1212. local ret = a_attr < b_attr
  1213. return ret
  1214. end)
  1215. local attackerVal = CombatObj.getValue(attacker, attrID)
  1216. for i = 1,cnt do
  1217. local targetObjVal = CombatObj.getValue(targetList[i], attrID)
  1218. if cmpType == 0 then --比施放者低
  1219. if targetObjVal > attackerVal then
  1220. break
  1221. end
  1222. targets[#targets + 1] = targetList[i]
  1223. else
  1224. if targetObjVal > attackerVal then
  1225. targets[#targets + 1] = targetList[i]
  1226. end
  1227. end
  1228. if #targets >= cnt then
  1229. break
  1230. end
  1231. end
  1232. end
  1233. ------------------------------ 分界线 ------------------------------
  1234. -- 目前是一样了,等策划配置好skill表后删掉 @mafei
  1235. local function handler3(attacker,targetMode)
  1236. return handler28(attacker,targetMode)
  1237. end
  1238. --------------------------------------------------------------------
  1239. handler[1] = handler1 --1 默认顺序位置
  1240. handler[2] = handler2 --2 全体
  1241. handler[3] = handler3 --3 前排,中排,后排
  1242. handler[4] = handler4 --4 前方一列
  1243. handler[5] = handler5 --5 随机前排,中排,后排
  1244. handler[6] = handler6 --6 随机
  1245. handler[7] = handler7 --7 血量最少
  1246. handler[8] = handler8 --8 血量最高
  1247. handler[9] = handler9 --9 攻击最高
  1248. handler[10] = handler10 --10 自己
  1249. handler[11] = handler11 --11 技能目标(所有目标)
  1250. handler[12] = handler12 --12 技能目标(指定第几个目标)
  1251. handler[13] = handler13 --13 被击时攻击者
  1252. handler[14] = handler14 --14 额外作用目标
  1253. handler[15] = handler15 --15 技能目标(生命高于或者低于攻击方)
  1254. handler[16] = handler16 --16 技能目标(护甲高于或者低于攻击方)
  1255. handler[17] = handler17 --17 技能目标(血量百分比最少)
  1256. handler[18] = handler18 --18 技能目标(血量最少,优先选择非满血的英雄)
  1257. handler[19] = handler19 --19 随机后排,优先选择非满血的英雄
  1258. handler[20] = handler20 --20 随机,优先选择非满血的英雄
  1259. handler[21] = handler21 --21 死亡武将
  1260. handler[22] = handler22 --22 非技能目标
  1261. handler[23] = handler23 --23 技能目标(速度高于或者低于攻击方)
  1262. handler[24] = handler24 --24 职业+攻击力排名
  1263. handler[25] = handler25 --25 职业优先
  1264. handler[26] = handler26 --26 同一列
  1265. handler[27] = handler27 --27 同一列
  1266. handler[28] = handler28 --27 同一列
  1267. handler[29] = handler29 --27 同一列
  1268. handler[30] = handler30 --30 自己跟目标攻击最高
  1269. handler[31] = handler31 --31 同行人数最多
  1270. handler[32] = handler32 --32 指定buff选择
  1271. handler[33] = handler33 --32 指定buff选择
  1272. handler[0] = handler0 -- 技能选取 和11相同
  1273. handler[34] = handler34 --从技能目标中根据职业选择
  1274. handler[35] = handler35 --从全体中根据种族选择
  1275. handler[36] = handler36 --按照属性X排序,选择前Y个目标, 且排除技能施放者,属性值需要比技能施放者高/低
  1276. --对象选择器end