技能模块第一版

--[[
 file name : 	技能模块第一版
 author  :  	Clark/陈泽丹
 created :  	2012-11-07
 purpose :
 --]]

module("系统接口", package.seeall)





--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 :
 --]]


module("事件机", 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 :
 --]]

module("角色数据", package.seeall)
PACK_GameAPI = require"系统接口"


function new_skill( _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_binder = PACK_GameAPI.new_map_for_index_to_buf("skill")


--玩家实体
function new_role( _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_binder = PACK_GameAPI.new_map_for_index_to_buf("role")


 

--[[
 file name : 	技能模块第一版
 author  :  	Clark/陈泽丹
 created :  	2012-11-07
 purpose :
 --]]



module("技能定义", package.seeall)
PACK_ROLE_DATA 			= require"角色数据"


--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"


--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_entity )
		local buf = PACK_ROLE_DATA.g_skill_binder.get_buf( _skill_entity.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 :
 --]]

module("技能", package.seeall)
PACK_EvtSvr 			= require"事件机"
PACK_GameAPI 			= require"系统接口"
PACK_ROLE_DATA 			= require"角色数据"
PACK_Skill_Define 		= require"技能定义"

--距离触发器
function new_distance_tgr(_from_role_uid, _to_role_uid, _distance, _is_hit, _fun_callback)
	local is_hit = true
	local from_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _from_role_uid )
	if nil == from_buf then
		is_hit = false
	end
	local to_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _to_role_uid )
	if nil == to_buf then
		is_hit = false
	end
	local dx = (from_buf.pos_x - to_buf.pos_x) * (from_buf.pos_x - to_buf.pos_x)
	local dy = (from_buf.pos_y - to_buf.pos_y) * (from_buf.pos_y - to_buf.pos_y)
	if dx + dy > _distance*_distance then
		is_hit = false
	end
	if is_hit == _is_hit then
		_fun_callback(_from_role_uid, _to_role_uid)
		print("删除触发器")
	end
end


--技能服
skill_svr = PACK_EvtSvr.new_evt_server()

--技能实体
function new_skill_entity( _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

--执行
function do_module( _evt_iid )
	local public = PACK_EvtSvr.new_action_evt_listener()
	function public.on_action( _skill_entity )
		print("执行指令[" .. _evt_iid .. "]" )
		return true
	end
	skill_svr.action_map.add_listener(_evt_iid, public)
	return public
end

--是否闪避
function is_dest_dodge_module( _evt_iid )
	local public = PACK_EvtSvr.new_vote_evt_listener()
	function public.on_vote( _skill_entity )
		local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		local pro = math.random(1,100)
		if pro <= buf.dodge_pro then
			print("实体[" .. _skill_entity.to_t_role_uid .. "]闪避" )
			return true
		end
		return false
	end
	skill_svr.vote_map.add_listener(_evt_iid, public)
	return public
end

--执行眩晕
function do_dest_dizzy_module( _evt_iid, _fun_get_dizzy_time )
	local public = PACK_EvtSvr.new_action_evt_listener()
	function public.on_action( _skill_entity )
		local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		buf.is_dizzy = true
		--这里会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
		--计时器暂时先不实现
		print("实体[" .. _skill_entity.to_t_role_uid .. "]眩晕" .. _fun_get_dizzy_time( _skill_entity ) .. "s" )
		return true
	end
	skill_svr.action_map.add_listener(_evt_iid, public)
	return public
end

--执行伤害
function do_dest_hurt_module( _evt_iid, _fun_get_hurt_val )
	local public = PACK_EvtSvr.new_action_evt_listener()
	function public.on_action( _skill_entity )
		local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		local val =  _fun_get_hurt_val( _skill_entity )
		print("实体[" .. _skill_entity.to_t_role_uid .. "]受伤" .. val )
		buf.life_cur = buf.life_cur - _fun_get_hurt_val( _skill_entity )
		if buf.life_cur < 0 then
			buf.life_cur = 0
		end
	end
	skill_svr.action_map.add_listener(_evt_iid, public)
	return public
end

--攻击力加成
function do_dest_ATK_module( _evt_iid, _fun_get_ATK_val, _distance )
	--增加攻击力
	local function fun_add_ATK_by_times(_skill_entity, _val)
		local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		role_buf.ATK = role_buf.ATK + _val
	end
	--减少攻击力
	local function fun_del_ATK_by_times(_skill_entity, _val)
		local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		role_buf.ATK = role_buf.ATK - _val
	end
	local public = PACK_EvtSvr.new_action_evt_listener()
	function public.on_action( _skill_entity )
		local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		local val =  buf.ATK*_fun_get_ATK_val( _skill_entity )
		print("实体[" .. _skill_entity.to_t_role_uid .. "]攻击加成" .. val )
		fun_add_ATK_by_times(_skill_entity, val)
		new_distance_tgr(_skill_entity.from_role_uid, _skill_entity.to_t_role_uid, _distance, false,
			PACK_GameAPI.clk_bind_fun_data(fun_del_ATK_by_times, {_skill_entity, val}))
	end
	skill_svr.action_map.add_listener(_evt_iid, public)
	return public
end


--攻击力加成
function do_dest_ATK_limit_time_module( _evt_iid, _fun_get_ATK_val, _time )
	--增加攻击力
	local function fun_add_ATK_by_times(_skill_entity, _val)
		local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		role_buf.ATK = role_buf.ATK + _val
	end
	--减少攻击力
	local function fun_del_ATK_by_times(_skill_entity, _val)
		local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		role_buf.ATK = role_buf.ATK - _val
	end
	local public = PACK_EvtSvr.new_action_evt_listener()
	function public.on_action( _skill_entity )
		local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		local val =  buf.ATK*_fun_get_ATK_val( _skill_entity )
		print("实体[" .. _skill_entity.to_t_role_uid .. "]攻击加成" .. val )
		fun_add_ATK_by_times(_skill_entity, val)
		--计时器暂时先不实现
	end
	skill_svr.action_map.add_listener(_evt_iid, public)
	return public
end

--防守力加成
function do_dest_DFD_limit_time_module( _evt_iid, _fun_get_DFD_val, _time )
	--增加防守力
	local function fun_add_DFD_by_times(_skill_entity, _val)
		local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		role_buf.DFD = role_buf.DFD + _val
	end
	--减少防守力
	local function fun_del_DFD_by_times(_skill_entity, _val)
		local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		role_buf.DFD = role_buf.DFD - _val
	end
	local public = PACK_EvtSvr.new_action_evt_listener()
	function public.on_action( _skill_entity )
		local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		local val =  _fun_get_DFD_val( _skill_entity )
		print("实体[" .. _skill_entity.to_t_role_uid .. "]防守加成" .. val )
		fun_add_DFD_by_times(_skill_entity, val)
		--计时器暂时先不实现
	end
	skill_svr.action_map.add_listener(_evt_iid, public)
	return public
end

--换位置
function do_src_dest_swap_pos_module( _evt_iid, _fun_get_distance )
	local public_vote = PACK_EvtSvr.new_vote_evt_listener()
	function public_vote.on_vote( _skill_entity )
		local from_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.from_role_uid )
		local to_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		local dx = (from_buf.pos_x - to_buf.pos_x) * (from_buf.pos_x - to_buf.pos_x)
		local dy = (from_buf.pos_y - to_buf.pos_y) * (from_buf.pos_y - to_buf.pos_y)
		local distance = _fun_get_distance(_skill_entity)
		if dx + dy > distance*distance then
			print("交换位置失败" )
			return true
		end
		return false
	end
	local public_act = PACK_EvtSvr.new_action_evt_listener()
	function public_act.on_action( _skill_entity )
		local from_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.from_role_uid )
		local to_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid )
		print("实体[" .. _skill_entity.to_t_role_uid .. "]交换位置" )
		local temp_x = from_buf.pos_x
		local temp_y = from_buf.pos_y
		from_buf.pos_x = to_buf.pos_x
		from_buf.pos_y = to_buf.pos_y
		to_buf.pos_x = temp_x
		to_buf.pos_y = temp_y
	end
	skill_svr.vote_map.add_listener(_evt_iid, public_vote)
	skill_svr.action_map.add_listener(_evt_iid, public_act)
	return public_act
end



--获得攻击力
function fun_get_role_ATK( _skill_entity )
	local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.from_role_uid )
	return buf.ATK
end


--通用技能
G_General_SKILL =
{
	{
		is_dest_dodge_module( PACK_Skill_Define.G_User_Skill_define["普通攻击"] ),
		do_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 ),
	},
}


 

--[[
 file name : 	技能模块第一版
 author  :  	Clark/陈泽丹
 created :  	2012-11-07
 purpose :
 --]]

module("复仇之魂", package.seeall)
PACK_ROLE_DATA 			= require"角色数据"
PACK_GameAPI 			= require"系统接口"
PACK_Skill 				= require"技能"
PACK_Skill_Define 		= require"技能定义"



--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.do_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"] ),
		PACK_Skill.do_dest_dizzy_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_GameAPI.clk_bind_data({1.75}) ),
		PACK_Skill.do_dest_hurt_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_Skill_Define.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.do_module( PACK_Skill_Define.G_User_Skill_define["命令光环"] ),
		PACK_Skill.do_dest_ATK_module( PACK_Skill_Define.G_User_Skill_define["命令光环"], PACK_Skill_Define.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.do_module( PACK_Skill_Define.G_User_Skill_define["恐怖"] ),
		PACK_Skill.do_dest_DFD_limit_time_module( PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_Skill_Define.fun_get_lvl_val(-2, -3, -4, -5), 20 ),
		PACK_Skill.do_dest_ATK_limit_time_module( PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_Skill_Define.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.do_module( PACK_Skill_Define.G_User_Skill_define["移形换位"] ),
		PACK_Skill.do_src_dest_swap_pos_module( PACK_Skill_Define.G_User_Skill_define["移形换位"], PACK_Skill_Define.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 :
 --]]

module("test", package.seeall)
PACK_GameAPI 			= require"系统接口"
PACK_ROLE_DATA 			= require"角色数据"
PACK_Skill 				= require"技能"
PACK_Skill_Define 		= require"技能定义"
PACK_VS 				= require"复仇之魂"


TEST_SKILL_UID 	= 1
TEST_ROLE_SRC 	= 2
TEST_ROLE_DEST 	= 3
PACK_ROLE_DATA.g_skill_binder.bind_index_to_buf( TEST_SKILL_UID, PACK_ROLE_DATA.new_skill(TEST_ROLE_SRC, TEST_ROLE_SRC, 3, 20, 19) )
PACK_ROLE_DATA.g_role_binder.bind_index_to_buf( TEST_ROLE_SRC, PACK_ROLE_DATA.new_role(TEST_ROLE_SRC, TEST_ROLE_SRC, 31, 19) )
PACK_ROLE_DATA.g_role_binder.bind_index_to_buf( TEST_ROLE_DEST, PACK_ROLE_DATA.new_role(TEST_ROLE_DEST, TEST_ROLE_DEST, 30, 20) )

for i=1, 1 do
	print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))
	PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["普通攻击"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) )
	print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))

	print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))
	PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) )
	print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))

	print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))
	PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["命令光环"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) )
	print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))

	print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))
	PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) )
	print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))

	print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))
	PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["移形换位"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) )
	print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST )))
end


第一层:

工具接口, 事件机, 数据库, 技能声明

第二层

技能定义,技能配置

第三层

测试

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