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turnFight.lua
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turnFight.lua
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--回合制的战斗
require "gameVal"
require "skill"
--战斗开始
function FightStart(side1,side2,obs)
assert(side1 and side2)
local fight = {}
fight.side1 = side1
fight.side2 = side2
--观战和掠阵
fight.observe = obs or {}
fight.chars = {}
for i,p in ipairs(side1) do
table.insert(fight.chars,p)
p.fight_data = {}
p.fight_data.fight = fight
p.fight_data.side = 1
end
for i,p in ipairs(side2) do
table.insert(fight.chars,p)
p.fight_data = {}
p.fight_data.fight = fight
p.fight_data.side = 2
end
for i,p in ipairs(fight.observe) do
p.fight_data = {}
p.fight_data.fight = fight
p.fight_data.side = 0
end
fight.turn = 0
FightCmdStart(fight)
return fight
end
--战斗下指令
function FightCmd(fight,person,cmd)
assert(fight.CmdStart)
--print(fight,person.fight_data,cmd,fight.CmdStart)
if (fight.CmdStart == true) then
if (not person:IsDie() and person.fight_data.cmd == nil) then
person.fight_data.cmd = cmd
if (cmd.AtOnce == true) then --立即发生
DoFightCmd(p)
end
if (AllCmded(fight)) then
FightCmdEnd(fight)
end
end
end
end
function AllCmded(fight)
for i,p in ipairs(fight.chars) do
if (not p:IsDie() and p.fight_data.cmd == nil) then
return false
end
end
return true
end
skill_normal_attack = 0
--出手
function comp_speed(p1,p2)
return p1.fight_data.cmd_speed > p2.fight_data.cmd_speed
end
--战斗进行
function LoopFight(fight)
for i,p in ipairs(fight.chars) do
p.fight_data.cmd_speed = p:GetFightCmdSpeed()
end
table.sort(fight.chars,comp_speed)
for i,p in ipairs(fight.chars) do
if (not p:IsDie() and p.fight_data.cmd ~= nil) then
SkillDoFight(p)
end
end
end
function RandSideDes(side)
return side[math.random(#side)]
end
function OnTimer_FightCmdEnd(fight)
--如果时间到了没有出手,默认的随机攻击一个
for i,p in ipairs(fight.side1) do
if (p.fight_data.cmd == nil) then
p.fight_data.cmd = {skill = skill_normal_attack,des = RandSideDes(fight.side2)}
end
end
for i,p in ipairs(fight.side2) do
if (p.fight_data.cmd == nil) then
p.fight_data.cmd = {skill = skill_normal_attack,des = RandSideDes(fight.side1)}
end
end
end
--战斗下指令结束
function FightCmdEnd(fight)
fight.CmdStart = false
--do fight
LoopFight(fight)
if (FightIsFightEnd(fight)) then
FightEnd(fight)
else
FightCmdStart(fight)
end
end
--战斗下指令开始
function FightCmdStart(fight)
fight.CmdStart = true
fight.turn = fight.turn + 1
for i,p in ipairs(fight.chars) do
p.fight_data.cmd = nil
--print(p.fight_data.cmd)
p:OnFightTurn(fight.turn)
end
for i,p in ipairs(fight.observe) do
p:OnFightTurnObs(fight.turn)
end
end
function IsAllDie(side)
for i,p in ipairs(side) do
if (not p:IsDie()) then
return false
end
end
return true
end
function FightIsFightEnd(fight)
local die1 = IsAllDie(fight.side1)
local die2 = IsAllDie(fight.side2)
if (die1 or die2) then
if (die1 and die2) then
fight.win = nil
print("平手")
else
if (die1) then
fight.win = 2
print("2胜利")
else
fight.win = 1
print("1胜利")
end
end
return true
end
return false;
end
function IsFightEnd(fight)
return fight.win ~= nil
end
--战斗结束
function FightEnd(fight)
for i,p in ipairs(fight.chars) do
p:OnFightEnd()
p.fight_data = nil
end
end