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284 lines
8.4 KiB
284 lines
8.4 KiB
import { Equip, Skills, Monster, Attribute, Player, battle_msg_types } from '@/config'; |
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import { randonBootyEquip, deepCopy, replace, callReducPercent, callDmgReduc, callDmgPercent } from '@/tool'; |
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import i18n from '@/config/i18n'; |
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const { t } = i18n; |
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export class BattleRole { |
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attr: Attribute; |
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actions: Skills.Skill[] = new Array(); |
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passives: Skills.Skill[] = new Array(); |
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commit; |
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type: string; |
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attackBuff: Map<string, Skills.AttackedBuff> = new Map(); |
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attackedBuff: Map<string, Skills.AttackedBuff> = new Map(); |
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//临时状态 |
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action: Skills.ActionSkill | null = null; |
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atk: number = 0; |
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dmg: number = 0; |
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baseDmg: number = 0; |
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crit: boolean = false; |
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extraAttr: Attribute = new Attribute(); |
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shield: number = 0; |
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skillPercent: number = 100; |
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constructor(attr: Attribute, commit, type: string) { |
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this.attr = attr; |
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this.commit = commit; |
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this.type = type; |
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this.addSkill(attr.skill); //添加默认主动技能普通攻击 |
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this.initTmp(); |
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} |
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initTmp = () => { |
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this.action = null; |
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this.atk = 0; |
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this.dmg = 0; |
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this.baseDmg = 0; |
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this.crit = false; |
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this.extraAttr = new Attribute(); |
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this.extraAttr.hp = 0; |
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this.extraAttr.critDmg = 0; |
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this.shield = Math.ceil(this.shield * 0.9); |
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this.skillPercent = 0; |
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}; |
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addSkill = (skillName, lv?) => { |
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lv = lv || 1; |
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const skills = createSkill(skillName, lv); |
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skills.forEach((skill) => { |
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const type = skill.type; |
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if (type == Skills.skill_type_action) { |
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this.actions.push(skill); //主动技能 |
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} else if (type == Skills.skill_type_passive) { |
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this.passives.push(skill); //被动技能 |
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} |
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}); |
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}; |
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onStartBattle = (target: BattleRole) => { |
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//技能排序 |
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this.actions.sort((a, b) => { |
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return a.order - b.order; |
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}); |
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this.passives.sort((a, b) => { |
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return a.order - b.order; |
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}); |
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//战斗开始前触发的技能 |
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this.passives.forEach((skill) => { |
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skill.beforeBattle(this, target); |
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}); |
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}; |
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attack = (target: BattleRole) => { |
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//选择使用的主动技能 |
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this.actions.forEach((skill) => { |
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skill.beforeAtk(this, target); |
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}); |
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//攻击前触发的被动技能 |
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this.passives.forEach((skill) => { |
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skill.beforeAtk(this, target); |
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}); |
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//攻击前计算双方BUFF |
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this.callAttackBuff(); |
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target.callAttackedBuff(); |
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this.action?.use(this, target); |
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//攻击后触发的被动技能 |
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this.passives.forEach((skill) => { |
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skill.afterAtk(this, target); |
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}); |
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//触发攻击目标的反制技能 |
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target.onAttacked(this); |
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}; |
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onAttacked = (target: BattleRole) => { |
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//触发反制技能 |
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this.passives.forEach((skill) => { |
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skill.onAtked(this, target); |
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}); |
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//初始化临时状态 |
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this.initTmp(); |
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}; |
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atteckLog = (log: string) => { |
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const type = (this.crit ? battle_msg_types.crit : battle_msg_types.attack) + '_' + this.type; |
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this.commit('set_sys_info', { type: type, msg: log }); |
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}; |
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gainLog = (log: string) => { |
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const type = battle_msg_types.gain + '_' + this.type; |
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this.commit('set_sys_info', { type: type, msg: log }); |
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}; |
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debuffLog = (log: string) => { |
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const type = battle_msg_types.debuff + '_' + this.type; |
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this.commit('set_sys_info', { type: type, msg: log }); |
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}; |
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extraDmgLog = (log: string) => { |
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const type = battle_msg_types.extra + '_' + this.type; |
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this.commit('set_sys_info', { type: type, msg: log }); |
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}; |
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addHp = (hp: number) => { |
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if (hp < 0 && this.shield > 0) { |
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if (this.shield > -1 * hp) { |
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this.shield += hp; |
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return; |
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} else { |
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hp += this.shield; |
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this.shield = 0; |
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} |
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} |
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if (this.type == 'player') { |
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this.commit('add_player_curhp', hp); |
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} else { |
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this.attr.curHp += hp; |
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} |
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}; |
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getBootys = (target: BattleRole) => { |
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//战斗结束后触发的技能 |
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this.passives.forEach((skill) => { |
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skill.afterBattle(this, target); |
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}); |
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const equips = randonBootyEquip(target.attr); |
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const coins = target.attr.coins; |
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return { equips: equips, coins: coins }; |
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}; |
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isDeath = () => { |
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return this.attr.curHp <= 0; |
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}; |
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/** |
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* |
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* @param skillPercent 技能伤害倍率 |
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* @param target 被攻击目标 |
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* @returns |
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*/ |
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callDmg = (target: BattleRole) => { |
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const attr = this.attr; |
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const extra = this.extraAttr; |
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const baseAtk = attr.baseAtk + extra.baseAtk; //基础攻击 |
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const atkPercent = 1 + (attr.atkPercent + extra.atkPercent) / 100; //攻击加成 |
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this.atk = baseAtk * atkPercent; //回合最终攻击力 |
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const dmgPercent = callDmgPercent(attr.dmgPercent, extra.dmgPercent) / 100; //伤害加成 |
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const factor = Math.random() * 0.1 + 0.95; //伤害随机系数 |
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this.baseDmg = this.atk * (1 + dmgPercent) * (this.skillPercent / 100) * factor; //造成伤害 |
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const crit = attr.crit + extra.crit - target.attr.critAvoid - target.extraAttr.critAvoid; //最终暴击率 |
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this.crit = Math.random() < crit / 100; |
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if (this.crit) { |
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let critDmg = attr.critDmg + extra.critDmg - target.attr.critDmgReduc - target.extraAttr.critDmg; //目标最终承受暴击伤害 |
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critDmg = critDmg < 100 ? 100 : critDmg; //暴击伤害不低于100% |
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this.baseDmg *= critDmg / 100; //暴击时目标承受伤害 |
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} |
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const reducPercent = callReducPercent(target.attr.def + target.extraAttr.def, target.attr.lv); //目标防御提供的减伤比例 |
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const dmgReduc = callDmgReduc(target.attr.dmgReduc, target.extraAttr.dmgReduc); //目标伤害减免 |
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const takeDmgPercent = (1 - reducPercent) * (1 - dmgReduc / 100); //目标承受伤害比例 |
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const bloc = target.attr.bloc + target.extraAttr.bloc; //目标格挡值 |
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const dmg = Math.ceil(this.baseDmg * takeDmgPercent - bloc); //目标承受伤害 |
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this.dmg = dmg < 1 ? 1 : dmg; |
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}; |
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putBuff(buff: Skills.AttackBuff, retains?: string[]) { |
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const name = buff.name; |
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const type = buff.type; |
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const exit: Skills.Buff = this[type].get(name); |
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this[type].set(name, buff); |
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if (exit) { |
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if (retains) { |
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retains.forEach((key) => { |
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buff[key] = exit[key]; |
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}); |
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} |
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buff.addLayer(exit.layer); |
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} |
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} |
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callAttackBuff() { |
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this.attackBuff.forEach((value: Skills.Buff, key: string) => { |
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value.takeEffect(this); |
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}); |
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} |
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callAttackedBuff() { |
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this.attackedBuff.forEach((value: Skills.Buff, key: string) => { |
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value.takeEffect(this); |
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}); |
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} |
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checkBuff() { |
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checkBuf(this.attackBuff); |
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checkBuf(this.attackedBuff); |
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} |
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} |
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const checkBuf = (map: Map<string, Skills.Buff>) => { |
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const keys: string[] = new Array(); |
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map.forEach((value: Skills.Buff, key: string, map: Map<String, Skills.Buff>) => { |
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if (!value || !value.check()) { |
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keys.push(key); |
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} |
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}); |
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keys.forEach((key: string) => { |
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map.delete(key); |
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}); |
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}; |
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export const createBattleRole = (player: Player, monster: Monster, commit) => { |
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const playerRole = new BattleRole(player.attribute, commit, 'player'); |
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const palyerEquips = [player.weapon, player.armor, player.neck, player.ring, player.jewelry, player.pants, player.shoes, player.bracers]; |
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palyerEquips.forEach((equip) => { |
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equip && playerRole.addSkill(equip.base.skill, equip.lv); |
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}); |
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monster = deepCopy(monster); |
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monster.curHp = monster.hp; |
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const monsterRole = new BattleRole(monster, commit, monster.type); |
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playerRole.onStartBattle(monsterRole); |
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monsterRole.onStartBattle(playerRole); |
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return { player: playerRole, monster: monsterRole }; |
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}; |
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export const battleOneBout = (player: BattleRole, monster: BattleRole): boolean => { |
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player.attack(monster); |
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if (player.isDeath() || monster.isDeath()) { |
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return true; |
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} |
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monster.attack(player); |
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if (player.isDeath() || monster.isDeath()) { |
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return true; |
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} |
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player.checkBuff(); |
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monster.checkBuff(); |
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return false; |
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}; |
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/** |
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* 初始化装备技能 |
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* @param equip 装备 |
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* @returns |
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*/ |
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export const createEquipSkill = (equip): Skills.Skill[] => { |
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if (!equip) { |
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return []; |
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} |
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return createSkill(equip.base.skill, equip.lv); |
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}; |
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/** |
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* 初始化技能 |
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* @param skillName 技能名称 |
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* @returns |
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*/ |
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export const createSkill = (skillName, lv): Skills.Skill[] => { |
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const skills: Skills.Skill[] = new Array(); |
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if (!skillName) { |
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return skills; |
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} |
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const names: string[] = skillName.split(','); |
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names.forEach((name) => { |
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const clazz = Skills[name]; |
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if (clazz) { |
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const skill: Skills.Skill = new clazz(); |
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skill.lv = lv; |
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skills.push(skill); |
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} |
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}); |
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return skills; |
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};
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