修改目标处理(未完)
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@ -11,6 +11,7 @@ import { Skill } from "../skill/Skill";
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import { PetHandler } from "./PetHandler";
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import { SkillInfoMsg } from "message/SkillInfo";
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import { PetInfo } from "message/PetInfo";
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import arrUtil from "utils/array.util";
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export class BattleHandler {
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@ -203,6 +204,31 @@ export class BattleHandler {
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lst.push(obj);
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}
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}
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break;
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case GameCampType.RANDOM_ENEMY:
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{
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let tmp: PlayerHandler[] = [];
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for(let [key, obj] of this._players){
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if(obj != src && obj != src._friend && obj.isAlive()){
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tmp.push(obj);
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}
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}
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lst.push(arrUtil.randomOne(tmp));
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}
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break;
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case GameCampType.RANDOM_US:
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{
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let tmp: PlayerHandler[] = [];
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if(src){
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src.isAlive() && tmp.push(src);
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let obj = this.getFriend(src);
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obj && obj.isAlive() && tmp.push(obj);
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}
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(tmp.length > 0) && lst.push(arrUtil.randomOne(tmp));
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}
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break;
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case GameCampType.FACE_ENEMY:
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break;
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default:
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break;
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@ -335,7 +335,8 @@ export class Skill {
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let ncount = 1 + exparam.edd_cnt;
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switch(efftype){
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case SkillEffectType.SUMMON_NPC:
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let n = tgt.dst.summonPet(this._data.quoteunitid, ncount, exparam);
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let obj = tgt.srcpet? tgt.srcpet: tgt.srcplayer;
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let n = obj.summonPet(this._data.quoteunitid, ncount, exparam);
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if(n >= 0){
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tgt.success(efftype, n);
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}
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@ -89,6 +89,15 @@ export const enum SkillType{
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};
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// 技能作用范围(对单位而言)
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/**
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* 1.自己
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* 2.单体:即(指定单体)可以由玩家指定一个目标
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* 3.(自己外)单体:作用于一个目标,但是不包括技能的使用者
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* 4.全体:作用于全体目标
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* 5.(自己外)全体:作用于全体目标,但是不包括技能的使用者
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* 6.随机单体:在可以选择的目标范围内,随机一个目标
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* 7.(自己外)随机单体:自己除外
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*/
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export const enum SkillRangeUnitType{
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NONE = 0,
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SELF = 1,
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@ -96,6 +105,8 @@ export const enum SkillRangeUnitType{
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OTHER = 3,
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ALL = 4,
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ALL_EXSELF = 5,
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RANDOM_ONE = 6,
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RANDOM_ONE_EXSELF = 7,
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};
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// 技能效果类型
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