--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
module("测试", package.seeall)
PACK_GameAPI = require"工具库_插件"
PACK_Timer = require"工具库_定时器"
PACK_Trace = require"工具库_调试工具"
PACK_ROLE_DATA = require"数据库_角色数据"
PACK_Skill_Define = require"数据库_技能声明"
PACK_Skill_Example = require"中间件_技能实例"
PACK_NORMAL = require"应用层_通用技能"
PACK_VS = require"应用层_复仇之魂"
TEST_SKILL_UID = 1
TEST_ROLE_SRC = 2
TEST_ROLE_DEST = 3
PACK_ROLE_DATA.g_skill_entity_binder.bind_index_to_buf( TEST_SKILL_UID, PACK_ROLE_DATA.new_skill_entity(TEST_ROLE_SRC, TEST_ROLE_SRC, 3, 20, 19) )
PACK_ROLE_DATA.g_role_entity_binder.bind_index_to_buf( TEST_ROLE_SRC, PACK_ROLE_DATA.new_role_entity(TEST_ROLE_SRC, TEST_ROLE_SRC, 31, 19) )
PACK_ROLE_DATA.g_role_entity_binder.bind_index_to_buf( TEST_ROLE_DEST, PACK_ROLE_DATA.new_role_entity(TEST_ROLE_DEST, TEST_ROLE_DEST, 30, 20) )
function send_evt( _tgr_id )
local t = PACK_GameAPI.get_t_set_by_v( PACK_Skill_Define.G_User_Skill_define )
local r = math.random( 1, table.getn(t) )
r = 3
print("")
print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_entity_binder.get_buf( TEST_ROLE_DEST )))
PACK_Skill_Example.G_skill_svr.dispatch_evt( t[r], PACK_ROLE_DATA.new_skill_relation( TEST_SKILL_UID, TEST_ROLE_SRC, { TEST_ROLE_DEST } ) )
print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_entity_binder.get_buf( TEST_ROLE_DEST )))
print("")
end
function main()
--初始化模块
PACK_Trace.open_trace(PACK_Skill_Example.SKILL_EXAMPLE_MODULE_NAME)
local tm_tgr_uid = PACK_Timer.G_timer_manager.new_timer_tgr(4, send_evt)
while true do
PACK_Timer.G_timer_manager.on_vague_time()
end
end
main()
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
GameAPI_MODULE_NAME = "工具库_插件"
module(GameAPI_MODULE_NAME, package.seeall)
function get_t_set_by_i( _t )
if nil == _t then
return _t
end
local t = {}
for i,v in pairs(_t) do
t[table.getn(t) + 1] = i
end
return t
end
function get_t_set_by_v( _t )
if nil == _t then
return _t
end
local t = {}
for i,v in pairs(_t) do
t[table.getn(t) + 1] = v
end
return t
end
--获得有效值
function get_valid_t( _t )
local t = {}
local len = table.getn(_t)
for i=1, len do
if nil ~= _t[i] then
t[ table.getn(t) + 1] = _t[i]
end
end
return t
end
--索引管理
function new_index_manager()
local t_index = {}
local public = {}
--创建索引
function public.create_index()
for i=1, 9999999 do
if nil == t_index[i] then
t_index[i] = 1
return i
end
end
myPrint("索引资源用尽", 1)
return nil
end
--索引是否有效
function public.is_valid_index( _index )
if nil ~= t_index[_index] then
return true
end
return false
end
--删除索引
function public.delete_index( _index )
t_index[_index] = nil
end
return public
end
--1:N绑定器
function new_map_for_1_and_N()
local left_set = {}
local right_set = {}
local public = {}
--绑定索引和UID( 1:N )
function public.bind_left_and_right( _left, _right )
if nil == left_set[_left] then
left_set[_left] = {}
end
local len = table.getn(left_set[_left])
for i=1, len do
if left_set[_left][i] == _right then
return
end
end
left_set[_left][table.getn(left_set[_left])+1] = _right
right_set[_right] = _left
end
--清除绑定
function public.clear_left_and_right( _left )
local t_right = public.get_t_map_by_fb_buf_index( _left )
local len = table.getn( t_right )
for i=1, len do
right_set[ t_right[i] ] = nil
end
left_set[_left] = nil
end
--清除绑定
function public.clear_right( _left, _right )
right_set[_right] = nil
local t_right = left_set[_left]
local len = table.getn( t_right )
for i=1, len do
if t_right[i] == _right then
t_right[i] = nil
end
end
end
--通过left获得rigth表
function public.get_t_right_by_left( _left )
return get_valid_t( left_set[_left] )
end
--通过right获得left
function public.get_left_by_right( _right )
return right_set[ _right ]
end
return public
end
--buf绑定器(用于把类的实现内容弱耦合的分拆成多个模块独立完成)
function new_map_for_index_to_buf( _sign )
local index_set = {}
local public = {}
--获得绑定者标识
function public.get_sign()
return _sign
end
--绑定buf
function public.bind_index_to_buf( _index, _buf )
index_set[ _index ] = _buf
end
--清除绑定
function public.clear_index_to_buf( _index )
index_set[_index] = nil
end
--通过left获得rigth表
function public.get_buf( _index )
return index_set[ _index ]
end
return public
end
--常用绑定者
g_type_binder = new_map_for_index_to_buf( "type" )
function new_binder(_uid, _buf_type_binder, _buf_obj)
--绑定操作类型
g_type_binder.bind_index_to_buf(_uid, _buf_type_binder.get_uid() )
--绑定操作对象
_buf_type_binder.bind_index_to_buf(_uid, _buf_obj)
return _uid
end
function find_t_buf_by_type( _container, _index, _buf_type )
local t_right = _container.get_t_right_by_left( _index )
local ret = {}
local len = table.getn( t_right )
for i=1, len do
if g_type_binder.get_buf( t_right[i] ) == _buf_type then
ret[ table.getn(ret) + 1] = t_right[i]
end
end
return ret
end
--table转字符串
function sz_T2S(_table)
local szLua = ""
local t = type(_table)
if t == "number" then
szLua = szLua .. _table
elseif t == "boolean" then
szLua = szLua .. tostring(_table)
elseif t == "string" then
szLua = szLua .. string.format("%q", _table)
elseif t == "table" then
szLua = szLua .. "{"
for k, v in pairs(_table) do
szLua = szLua .. "[" .. sz_T2S(k) .. "]=" .. sz_T2S(v) .. ","
end
local metatable = getmetatable(_table)
if metatable ~= nil and type(metatable.__index) == "table" then
for k, v in pairs(metatable.__index) do
szLua = szLua .. "[" .. sz_T2S(k) .. "]=" .. sz_T2S(v) .. ","
end
end
szLua = szLua .. "}"
elseif t == "nil" then
return {}
end
return szLua
end
--提供绑定数据的函数
function clk_bind_data( t_par )
local function do_clk_bind_data()
if nil == t_par then
return nil
end
local len = table.getn( t_par )
if 0 == len then
return nil
elseif 1 == len then
return t_par[1]
elseif 2 == len then
return t_par[1], t_par[2]
elseif 3 == len then
return t_par[1], t_par[2], t_par[3]
elseif 4 == len then
return t_par[1], t_par[2], t_par[3], t_par[4]
elseif 5 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5]
elseif 6 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6]
elseif 7 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7]
elseif 8 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8]
elseif 9 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9]
elseif 10 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10]
elseif 11 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11]
elseif 12 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12]
elseif 13 == len then
return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12], t_par[13]
else
myPrint("clk_bind_data",1) --------------------------------------------------------
return nil
end
end
return do_clk_bind_data
end
--提供绑定函数和相关参数的
function clk_bind_fun_data( _fun, t_par )
local function do_clk_bind_fun_data()
if nil == _fun then
myPrint("clk_bind_fun_data fun is nil", 1)
return true
end
if nil == t_par then
return _fun()
end
local len = table.getn( t_par )
if 0 == len then
return _fun()
elseif 1 == len then
return _fun(t_par[1])
elseif 2 == len then
return _fun(t_par[1], t_par[2])
elseif 3 == len then
return _fun(t_par[1], t_par[2], t_par[3])
elseif 4 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4])
elseif 5 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5])
elseif 6 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6])
elseif 7 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7])
elseif 8 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8])
elseif 9 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9])
elseif 10 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10])
elseif 11 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11])
elseif 12 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12])
elseif 13 == len then
return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12], t_par[13])
else
myPrint("clk_bind_fun_data实现",1) --------------------------------------------------------
return true
end
end
return do_clk_bind_fun_data
end
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
TRACE_MODULE_NAME = "工具库_调试工具"
module(TRACE_MODULE_NAME, package.seeall)
PACK_EvtSvr = require"工具库_事件机"
--技能服
G_trace_svr = PACK_EvtSvr.new_evt_server()
--输出
function do_print_on_trace_svr()
local public = PACK_EvtSvr.new_action_evt_listener()
function public.on_action( _evt )
print( _evt.evt_iid, _evt.text )
end
return public
end
trace_obj = do_print_on_trace_svr()
--打开输出开关
function open_trace( _evt_iid )
G_trace_svr.action_map.add_listener( _evt_iid, trace_obj )
end
--关闭输出开关
function close_trace( _evt_iid )
G_trace_svr.action_map.remove_listener( _evt_iid, trace_obj )
end
--输出调试语句
function trace_text( _evt_iid, _text )
G_trace_svr.dispatch_evt( _evt_iid, { evt_iid = _evt_iid, text = _text} )
end
--[[
open_trace( "fefd" )
trace_text( "fefd", "ttte4es")
close_trace( "fefd" )
trace_text( "fefd", "ttte4es")
--]]
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
TIMER_MODULE_NAME = "工具库_定时器"
module(TIMER_MODULE_NAME, package.seeall)
PACK_GameAPI = require"工具库_插件"
--时间触发器管理者
function new_timer_manager()
local uid_manager = PACK_GameAPI.new_index_manager()
local timer_tgr_res = {}
local public = {}
--创建时间触发器
function public.new_timer_tgr( _time, _callback )
local uid = uid_manager.create_index()
local t =
{
tgr_uid = uid,
need_time = _time,
left_time = _time,
callback = _callback,
}
timer_tgr_res[ uid ] = t
return uid
end
--删除时间触发器
function public.delete_timer_tgr( _uid )
timer_tgr_res[ _uid ] = nil
uid_manager.delete_index( _uid )
end
local sta_time = os.time()
--模糊触发
function public.on_vague_time()
local time_unit = 1
local cur_time = os.time()
local dt = cur_time - sta_time
if dt > time_unit then
sta_time = cur_time
local t = PACK_GameAPI.get_t_set_by_v(timer_tgr_res)
local len = table.getn( t )
for i=1, len do
--模糊触发
t[i].left_time = t[i].left_time - dt
if t[i].left_time <= 0 then
t[i].left_time = t[i].need_time
t[i].callback( t[i].tgr_uid )
end
end
end
end
--精确触发
function public.on_exact_time()
local time_unit = 1
local cur_time = os.time()
local dt = cur_time - sta_time
if dt > time_unit then
sta_time = cur_time
local t = PACK_GameAPI.get_t_set_by_v(timer_tgr_res)
local len = table.getn( t )
for i=1, len do
--精确触发
t[i].left_time = t[i].left_time - 1
if t[i].left_time <= 0 then
t[i].left_time = t[i].need_time
t[i].callback( t[i].tgr_uid )
end
end
end
end
return public
end
G_timer_manager = new_timer_manager()
--若干次后自减
function on_count_self_del( _count, _fun, _t_par)
local count = 0
local function do_on_count_self_del( _tgr_id )
if nil == _t_par then
_fun()
end
local len = table.getn( _t_par )
if 0 == len then
_fun()
elseif 1 == len then
_fun(_t_par[1])
elseif 2 == len then
_fun(_t_par[1], _t_par[2])
elseif 3 == len then
_fun(_t_par[1], _t_par[2], _t_par[3])
elseif 4 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4])
elseif 5 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5])
elseif 6 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6])
elseif 7 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6], _t_par[7])
elseif 8 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6], _t_par[7], _t_par[8])
elseif 9 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6], _t_par[7], _t_par[8], _t_par[9])
elseif 10 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6], _t_par[7], _t_par[8], _t_par[9], _t_par[10])
elseif 11 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6], _t_par[7], _t_par[8], _t_par[9], _t_par[10], _t_par[11])
elseif 12 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6], _t_par[7], _t_par[8], _t_par[9], _t_par[10], _t_par[11], _t_par[12])
elseif 13 == len then
_fun(_t_par[1], _t_par[2], _t_par[3], _t_par[4], _t_par[5], _t_par[6], _t_par[7], _t_par[8], _t_par[9], _t_par[10], _t_par[11], _t_par[12], _t_par[13])
else
myPrint("clk_bind_fun_data实现",1) --------------------------------------------------------
end
count = count + 1
if count == _count then
G_timer_manager.delete_timer_tgr( _tgr_id )
end
end
return do_on_count_self_del
end
--[[
function test( _dt, _is_del )
local function do_test( _tgr_id )
print( "时间触发器在" .. _dt .. "秒后触发" )
if _is_del then
G_timer_manager.delete_timer_tgr( _tgr_id )
end
end
return do_test
end
function main()
--初始化模块
local tm_tgr_uid = G_timer_manager.new_timer_tgr(4, test(4, false))
local tm_tgr_uid = G_timer_manager.new_timer_tgr(1, test(1, false))
local tm_tgr_uid = G_timer_manager.new_timer_tgr(2, test(2, true))
while true do
G_timer_manager.on_exact_time()
end
end
main()
--]]
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
EVTSVR_MODULE_NAME = "工具库_事件机"
module(EVTSVR_MODULE_NAME, package.seeall)
--查找obj位置
function find_obj_pos(_t, _p)
local len = table.getn( _t )
for i=1, len do
if _t[i] == _p then
return i
end
end
return nil
end
--否决事件监听
function new_vote_evt_listener()
local public = {}
function public.on_vote( _t_evt )
myPrint("未实现 new_vote_evt_listener", 1)
return false
end
return public
end
--执行消息监听
function new_action_evt_listener()
local public = {}
function public.on_action( _t_evt )
myPrint("未实现 new_action_evt_listener", 1)
end
return public
end
--完毕消息监听
function new_response_evt_listener()
local public = {}
function public.on_response( _t_evt )
myPrint("未实现 new_response_evt_listener", 1)
end
return public
end
--消息处理机
function new_evt_server()
local function new_event_map()
local this_public = {}
this_public.map = {}
function this_public.add_listener(_evt_iid, _p_recv)
if nil == this_public.map[_evt_iid] then
this_public.map[_evt_iid] = {}
end
local t = this_public.map[_evt_iid]
if nil == find_obj_pos(t, _p_recv) then
t[ table.getn(t) + 1 ] = _p_recv
end
end
function this_public.remove_listener(_evt_iid, _p_recv)
if nil ~= this_public.map[_evt_iid] then
local t = this_public.map[_evt_iid]
local id = find_obj_pos(t, _p_recv)
if nil ~= id then
local len = table.getn(t)
t[id] = t[len]
t[len] = nil
end
if table.getn(t) <= 0 then
this_public.map[_evt_iid] = nil
end
end
end
function this_public.clear()
this_public.map = {}
end
return this_public
end
local public = {}
public.vote_map = new_event_map()
public.action_map = new_event_map()
public.response_map = new_event_map()
function public.clear()
public.vote_map.clear()
public.action_map.clear()
public.response_map.clear()
end
function public.dispatch_evt( _evt_iid, _t_evt )
--记录当前服,用于回复消息
_t_evt.from_evt_svr = public
--否决
if nil ~= public.vote_map.map[ _evt_iid ] then
local t = public.vote_map.map[ _evt_iid ]
local len = table.getn( t )
for i=1, len do
if t[i].on_vote( _t_evt ) then
return
end
end
end
--触发
if nil ~= public.action_map.map[ _evt_iid ] then
local t = public.action_map.map[ _evt_iid ]
local len = table.getn( t )
for i=1, len do
t[i].on_action( _t_evt )
end
end
--完毕
if nil ~= public.response_map.map[ _evt_iid ] then
local t = public.response_map.map[ _evt_iid ]
local len = table.getn( t )
for i=1, len do
t[i].on_response( _t_evt )
end
end
end
return public
end
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
SKILL_DEFINE_MODULE_NAME = "数据库_技能声明"
module(SKILL_DEFINE_MODULE_NAME, package.seeall)
--技能声明
G_User_Skill_define = {}
G_User_Skill_define["普通攻击"] = "普通攻击"
G_User_Skill_define["魔法箭"] = "魔法箭"
G_User_Skill_define["命令光环"] = "命令光环"
G_User_Skill_define["恐怖"] = "恐怖"
G_User_Skill_define["移形换位"] = "移形换位"
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
ENTITY_MODULE_NAME = "数据库_角色数据"
module(ENTITY_MODULE_NAME, package.seeall)
PACK_GameAPI = require"工具库_插件"
PACK_Trace = require"工具库_调试工具"
--关系实体
function new_skill_relation( _skill_uid, _from_role_uid, _to_t_role_uid )
local public = { skill_uid = _skill_uid, from_role_uid = _from_role_uid, to_t_role_uid = _to_t_role_uid }
return public
end
g_skill_relation_binder = PACK_GameAPI.new_map_for_index_to_buf("skill_relation")
--技能实体
function new_skill_entity( _iid, _uid, _skill_lvl, _x, _y )
local public =
{
iid = _iid, --IID
uid = _uid, --UID
skill_lvl = _skill_lvl, --技能等级
}
return public
end
g_skill_entity_binder = PACK_GameAPI.new_map_for_index_to_buf("skill_entity")
--玩家实体
function new_role_entity( _iid, _uid, _x, _y )
local public =
{
iid = _iid, --IID
uid = _uid, --UID
life_max = 100, --最大生命值
life_cur = 100, --当前生命值
is_dizzy = false, --眩晕状态
dodge_pro = 20, --闪避率
ATK = 50, --攻击力
DFD = 10, --防守力
pos_x = _x, --坐标x
pos_y = _y, --坐标y
STATE_SIGN = {}, --状态标示
}
return public
end
g_role_entity_binder = PACK_GameAPI.new_map_for_index_to_buf("role_entity")
--常用辅助参数生成器
function fun_get_lvl_val( _lvl1_val, _lvl2_val, _lvl3_val, _lvl4_val )
local function do_fun_get_lvl_val( _skill_relation )
PACK_Trace.trace_text(ENTITY_MODULE_NAME, "fun_get_lvl_val " .. _skill_relation.skill_uid)
local buf = g_skill_entity_binder.get_buf( _skill_relation.skill_uid )
if 1 == buf.skill_lvl then
return _lvl1_val
elseif 2 == buf.skill_lvl then
return _lvl2_val
elseif 3 == buf.skill_lvl then
return _lvl3_val
elseif 4 == buf.skill_lvl then
return _lvl4_val
end
return 0
end
return do_fun_get_lvl_val
end
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
SKILL_EXAMPLE_MODULE_NAME = "中间件_技能实例"
module(SKILL_EXAMPLE_MODULE_NAME, package.seeall)
PACK_EvtSvr = require"工具库_事件机"
PACK_GameAPI = require"工具库_插件"
PACK_Timer = require"工具库_定时器"
PACK_Trace = require"工具库_调试工具"
PACK_ROLE_DATA = require"数据库_角色数据"
PACK_Skill_Define = require"数据库_技能声明"
--技能服
G_skill_svr = PACK_EvtSvr.new_evt_server()
----------------------------------------------------------------
--否决模块
function vote_module( _evt_iid, _fun_vote_do_skill_relation)
local public = PACK_EvtSvr.new_vote_evt_listener()
function public.on_vote( _skill_relation )
return _fun_vote_do_skill_relation(_skill_relation)
end
G_skill_svr.vote_map.add_listener(_evt_iid, public)
return public
end
--执行模块
function act_module( _evt_iid, _fun_act_do_skill_relation)
local public = PACK_EvtSvr.new_action_evt_listener()
function public.on_action( _skill_relation )
_fun_act_do_skill_relation(_skill_relation)
end
G_skill_svr.action_map.add_listener(_evt_iid, public)
return public
end
----------------------------------------------------------------
--执行trace
function do_trace_module( _evt_iid )
function act_do_skill_relation( _skill_relation )
PACK_Trace.trace_text( SKILL_EXAMPLE_MODULE_NAME, "trace 执行指令[" .. _evt_iid .. "]" )
end
local public = act_module(_evt_iid, act_do_skill_relation)
return public
end
--是否闪避
function is_dest_dodge_module( _evt_iid, _fun_get_t_role_uid )
local function vote_do_skill_relation( _skill_relation )
local t_uid = _fun_get_t_role_uid( _skill_relation )
local len = table.getn( t_uid )
for i=1, len do
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( t_uid[i] )
local pro = math.random(1,100)
if pro <= buf.dodge_pro then
PACK_Trace.trace_text( SKILL_EXAMPLE_MODULE_NAME, "trace 闪避成功 " )
return true
end
end
return false
end
local public = vote_module(_evt_iid, vote_do_skill_relation)
return public
end
--执行眩晕
function do_dizzy_module( _evt_iid, _fun_get_t_role_uid, _fun_get_dizzy_time )
local function do_no_dizzy( _t_role_uid )
PACK_Trace.trace_text( SKILL_EXAMPLE_MODULE_NAME, "trace " .. PACK_GameAPI.sz_T2S(_t_role_uid) .. "解除眩晕成功 " )
end
function act_do_skill_relation( _skill_relation )
local t_uid = _fun_get_t_role_uid( _skill_relation )
local val = _fun_get_dizzy_time( _skill_relation )
local len = table.getn( t_uid )
for i=1, len do
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( t_uid[i] )
--准确的话应该用单例模式开启一个倒时间以关掉眩晕,同时实际晕的时间会取调用时间参数的并集。
--不然先打一个4S的晕,再打一个1.5s的晕,结果只算晕1.5s,那是好奇怪的
--这里先不管这些细节问题
buf.is_dizzy = true
PACK_Trace.trace_text( SKILL_EXAMPLE_MODULE_NAME, "trace 异致眩晕成功, 眩晕" .. val .. "s" )
PACK_Timer.G_timer_manager.new_timer_tgr( val, PACK_Timer.on_count_self_del(1, do_no_dizzy, {t_uid}) )
end
end
local public = act_module(_evt_iid, act_do_skill_relation)
return public
end
--执行伤害
function do_hurt_module( _evt_iid, _fun_get_t_role_uid, _fun_get_hurt_val )
function act_do_skill_relation( _skill_relation )
local t_uid = _fun_get_t_role_uid( _skill_relation )
local val = _fun_get_hurt_val( _skill_relation )
local len = table.getn( t_uid )
for i=1, len do
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( t_uid[i] )
buf.life_cur = buf.life_cur - _fun_get_hurt_val( _skill_relation )
if buf.life_cur < 0 then
buf.life_cur = 0
end
PACK_Trace.trace_text( SKILL_EXAMPLE_MODULE_NAME, "trace 攻击成功, 击伤 " .. val .. " unit" )
end
end
local public = act_module(_evt_iid, act_do_skill_relation)
return public
end
--攻击力加成
function do_add_ATK_pro_on_area_module( _evt_iid, _fun_get_t_role_uid, _fun_get_ATK_pro )
function act_do_skill_relation( _skill_relation )
local t_uid = _fun_get_t_role_uid( _skill_relation )
local val = _fun_get_ATK_pro( _skill_relation )
local len = table.getn( t_uid )
for i=1, len do
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( t_uid[i] )
end
end
local public = act_module(_evt_iid, act_do_skill_relation)
return public
end
--攻击力加成
function do_add_ATK_val_on_limit_time_module( _evt_iid, _fun_get_t_role_uid, _fun_get_ATK_val )
function act_do_skill_relation( _skill_relation )
local t_uid = _fun_get_t_role_uid( _skill_relation )
local val = _fun_get_ATK_val( _skill_relation )
local len = table.getn( t_uid )
for i=1, len do
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( t_uid[i] )
end
end
local public = act_module(_evt_iid, act_do_skill_relation)
return public
end
--防守力加成
function do_add_DFD_val_on_limit_time_module( _evt_iid, _fun_get_t_role_uid, _fun_get_DFD_val )
function act_do_skill_relation( _skill_relation )
local t_uid = _fun_get_t_role_uid( _skill_relation )
local val = _fun_get_DFD_val( _skill_relation )
local len = table.getn( t_uid )
for i=1, len do
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( t_uid[i] )
end
end
local public = act_module(_evt_iid, act_do_skill_relation)
return public
end
--换位置
function do_set_pos_module( _evt_iid, _fun_get_t_role_uid, _fun_get_pos )
function act_do_skill_relation( _skill_relation )
local t_uid = _fun_get_t_role_uid( _skill_relation )
local x,y = _fun_get_pos( _skill_relation )
local len = table.getn( t_uid )
for i=1, len do
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( t_uid[i] )
buf.pos_x = x
buf.pos_y = y
PACK_Trace.trace_text( SKILL_EXAMPLE_MODULE_NAME, "trace 换位成功" )
end
end
local public = act_module(_evt_iid, act_do_skill_relation)
return public
end
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
VS_SKILL_MODULE_NAME = "应用层_复仇之魂"
module(VS_SKILL_MODULE_NAME, package.seeall)
PACK_GameAPI = require"工具库_插件"
PACK_ROLE_DATA = require"数据库_角色数据"
PACK_Skill_Define = require"数据库_技能声明"
PACK_Skill_Example = require"中间件_技能实例"
PACK_NORMAL = require"应用层_通用技能"
--复仇之魂
VS_Skill_NPC =
{
--[[
魔法箭
快捷键:C向一个敌方单位发射魔法箭,造成伤害,并晕眩1.75秒。施法距离:500冷却时间:10秒
魔法消耗:95/110/125/140点
等级 1 - 造成100点的伤害。
等级 2 - 造成175点的伤害。
等级 3 - 造成250点的伤害。
等级 4 - 造成325点的伤害。
--]]
{
PACK_Skill_Example.do_trace_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"] ),
PACK_Skill_Example.do_dizzy_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_NORMAL.fun_get_dest_role_uid, PACK_GameAPI.clk_bind_data({1.75}) ),
PACK_Skill_Example.do_hurt_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_NORMAL.fun_get_dest_role_uid, PACK_ROLE_DATA.fun_get_lvl_val(100, 175, 250, 325) ),
},
--[[
命令光环
快捷键:0增加周围300范围内友方单位的基础攻击力。
等级 1 - 增加12%的基础攻击力。
等级 2 - 增加20%的基础攻击力。
等级 3 - 增加28%的基础攻击力。
等级 4 - 增加36%的基础攻击力。
--]]
{
PACK_Skill_Example.do_trace_module( PACK_Skill_Define.G_User_Skill_define["命令光环"] ),
--PACK_Skill_Example.do_dest_ATK_module( PACK_Skill_Define.G_User_Skill_define["命令光环"], PACK_ROLE_DATA.fun_get_lvl_val(0.12, 0.20, 0.28, 0.36), 30 ),
},
--[[
恐怖
快捷键:E复仇之魂发出恶毒的吼叫,唤起周围敌方单位深深的恐惧。减少他们的护甲和攻击力,持续20秒。作用范围:700冷却时间:15秒
魔法消耗:40点
等级 1 - 减少2点的护甲和5%的攻击力。
等级 2 - 减少3点的护甲和10%的攻击力。
等级 3 - 减少4点的护甲和15%的攻击力。
等级 4 - 减少5点的护甲和20%的攻击力。
--]]
{
PACK_Skill_Example.do_trace_module( PACK_Skill_Define.G_User_Skill_define["恐怖"] ),
--PACK_Skill_Example.do_dest_DFD_limit_time_module( PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_ROLE_DATA.fun_get_lvl_val(-2, -3, -4, -5), 20 ),
--PACK_Skill_Example.do_dest_ATK_limit_time_module( PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_ROLE_DATA.fun_get_lvl_val(-0.05, -0.10, -0.15, -0.20), 20 ),
},
--[[
移形换位
快捷键:W瞬间和一个英雄交换位置。无视魔法免疫冷却时间:45秒
魔法消耗:100/150/200点
等级 1 - 施法距离600。
等级 2 - 施法距离900。
等级 3 - 施法距离1200。
--]]
{
PACK_Skill_Example.do_trace_module( PACK_Skill_Define.G_User_Skill_define["移形换位"] ),
PACK_Skill_Example.do_set_pos_module( PACK_Skill_Define.G_User_Skill_define["移形换位"], PACK_NORMAL.fun_get_dest_role_uid, PACK_ROLE_DATA.fun_get_lvl_val(6, 9, 12, 0) ),
},
}
--[[
file name : 技能模块第一版
author : Clark/陈泽丹
created : 2012-11-07
purpose :
--]]
NORMAL_SKILL_EXAMPLE_MODULE_NAME = "应用层_通用技能"
module(NORMAL_SKILL_EXAMPLE_MODULE_NAME, package.seeall)
PACK_GameAPI = require"工具库_插件"
PACK_ROLE_DATA = require"数据库_角色数据"
PACK_Skill_Define = require"数据库_技能声明"
PACK_Skill_Example = require"中间件_技能实例"
--获得目标人群
function fun_get_src_role_uid( _skill_relation )
return _skill_relation.from_role_uid
end
function fun_get_dest_role_uid( _skill_relation )
return _skill_relation.to_t_role_uid
end
function fun_get_src_role_pos( _skill_relation )
end
function get_src_pos()
end
--获得攻击力
function fun_get_role_ATK( _skill_relation )
local buf = PACK_ROLE_DATA.g_role_entity_binder.get_buf( _skill_relation.from_role_uid )
return buf.ATK
end
--通用技能
G_General_SKILL =
{
{
PACK_Skill_Example.is_dest_dodge_module( PACK_Skill_Define.G_User_Skill_define["普通攻击"], fun_get_dest_role_uid ),
PACK_Skill_Example.do_trace_module( PACK_Skill_Define.G_User_Skill_define["普通攻击"] ),
--do_dest_hurt_module( PACK_Skill_Define.G_User_Skill_define["普通攻击"], fun_get_role_ATK ),
},
}


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