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