1653 lines
49 KiB
JavaScript
1653 lines
49 KiB
JavaScript
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// 戦闘の仕組において最も重要なのは、ユニットがどのような行動をするかが予め決まっているということである。
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// つまり、攻撃を命中させるか、外れるかなどは、実際に戦闘中(RealBattleやEasyBattle)で計算しているのではなく、
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// 戦闘に入る前の時点で既に計算され、データとして定義されている。
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// それがAttackEntryであり、複数のAttackEntryを管理しているのがAttackOrderになる。
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// 戦闘ではAttackFlowがAttackOrederからAttackEntryを順に取得し、
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// AttackEntryが示す行動が実際に反映されるため、戦闘が既に定義された通りに進むことになる。
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// NormalAttackOrderBuilderの役割は、ユニットが戦闘でどのような行動をするべきかを計算し、
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// それをAttackEntryとしてAttackOrderに登録することである。
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// そして、全ての行動を定義したら、AttackOrderを呼び出し元に返す。
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var NormalAttackOrderBuilder = defineObject(BaseObject,
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{
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_attackInfo: null,
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_order: null,
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_evaluatorArray: null,
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createAttackOrder: function(attackInfo) {
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this._attackInfo = attackInfo;
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this._order = createObject(AttackOrder);
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this._order.resetAttackOrder();
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this._evaluatorArray = [];
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this._configureEvaluator(this._evaluatorArray);
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// 戦闘をシミュレーションする
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this._startVirtualAttack();
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return this._order;
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},
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isDirectAttack: function() {
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// ユニット同士が隣接していればtrue(直接攻撃)になる
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return this._attackInfo.isDirectAttack;
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},
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isMagicWeaponAttack: function(unit) {
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return this._attackInfo.checkMagicWeaponAttack(unit);
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},
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_startVirtualAttack: function() {
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var i, j, isFinal, attackCount, src, dest;
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var virtualActive, virtualPassive, isDefaultPriority;
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var unitSrc = this._attackInfo.unitSrc;
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var unitDest = this._attackInfo.unitDest;
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src = VirtualAttackControl.createVirtualAttackUnit(unitSrc, unitDest, true, this._attackInfo);
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dest = VirtualAttackControl.createVirtualAttackUnit(unitDest, unitSrc, false, this._attackInfo);
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src.isWeaponLimitless = DamageCalculator.isWeaponLimitless(unitSrc, unitDest, src.weapon);
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dest.isWeaponLimitless = DamageCalculator.isWeaponLimitless(unitDest, unitSrc, dest.weapon);
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isDefaultPriority = this._isDefaultPriority(src, dest);
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if (isDefaultPriority) {
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src.isInitiative = true;
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}
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else {
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dest.isInitiative = true;
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}
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for (i = 0;; i++) {
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// if文とelse文が交互に実行される。
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// これにより、こちらが攻撃をした後は、相手が攻撃のように順番が変わる。
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if ((i % 2) === 0) {
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if (isDefaultPriority) {
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virtualActive = src;
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virtualPassive = dest;
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}
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else {
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virtualActive = dest;
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virtualPassive = src;
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}
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}
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else {
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if (isDefaultPriority) {
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virtualActive = dest;
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virtualPassive = src;
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}
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else {
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virtualActive = src;
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virtualPassive = dest;
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}
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}
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// 行動回数は残っているか
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if (VirtualAttackControl.isRound(virtualActive)) {
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VirtualAttackControl.decreaseRoundCount(virtualActive);
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attackCount = this._getAttackCount(virtualActive, virtualPassive);
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// 2回連続で攻撃するようなこともあるため、ループ処理
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for (j = 0; j < attackCount; j++) {
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isFinal = this._setDamage(virtualActive, virtualPassive);
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if (isFinal) {
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// ユニットが死亡したから、これ以上戦闘を継続しない
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virtualActive.roundCount = 0;
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virtualPassive.roundCount = 0;
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break;
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}
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}
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}
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if (virtualActive.roundCount === 0 && virtualPassive.roundCount === 0) {
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break;
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}
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}
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this._endVirtualAttack(src, dest);
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},
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_endVirtualAttack: function(virtualActive, virtualPassive) {
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var exp = this._calculateExperience(virtualActive, virtualPassive);
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var waitIdSrc = MotionIdControl.getWaitId(virtualActive.unitSelf, virtualActive.weapon);
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var waitIdDest = MotionIdControl.getWaitId(virtualPassive.unitSelf, virtualPassive.weapon);
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this._order.registerExp(exp);
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this._order.registerBaseInfo(this._attackInfo, waitIdSrc, waitIdDest);
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},
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_isDefaultPriority: function(virtualActive, virtualPassive) {
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var active = virtualActive.unitSelf;
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var passive = virtualPassive.unitSelf;
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var skilltype = SkillType.FASTATTACK;
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var skill = SkillControl.getPossessionSkill(active, skilltype);
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if (SkillRandomizer.isSkillInvoked(active, passive, skill)) {
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// 攻撃をしかけた方が「先制攻撃」のスキルを持つ場合は、その時点で通常戦闘と判断する
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return true;
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}
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if (this._attackInfo.isCounterattack) {
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// 相手が反撃可能な場合は、「先制攻撃」のスキルを持つか調べる。
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// 攻撃をしかけた方が先制攻撃のスキルを持たず、逆に相手が持つ場合は、相手から攻撃が行われる。
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skill = SkillControl.getPossessionSkill(passive, skilltype);
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if (SkillRandomizer.isSkillInvoked(passive, active, skill)) {
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// attackEntryがないから、現時点で追加処理はできない。
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// 後で追加できるように保存する。
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virtualPassive.skillFastAttack = skill;
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return false;
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}
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}
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return true;
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},
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_getAttackCount: function(virtualActive, virtualPassive) {
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var skill;
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var attackCount = virtualActive.attackCount;
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skill = SkillControl.getBattleSkill(virtualActive.unitSelf, virtualPassive.unitSelf, SkillType.CONTINUOUSATTACK);
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if (SkillRandomizer.isSkillInvoked(virtualActive.unitSelf, virtualPassive.unitSelf, skill)) {
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// 連続攻撃のスキルによって攻撃回数が倍になる
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attackCount *= skill.getSkillValue();
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// attackEntryがないから、現時点で追加処理はできない。
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// 後で追加できるように保存する。
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virtualActive.skillContinuousAttack = skill;
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}
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return attackCount;
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},
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_setDamage: function(virtualActive, virtualPassive) {
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var attackEntry;
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if (!this._isAttackContinue(virtualActive, virtualPassive)) {
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// 何らかの理由でユニットが攻撃を行えない場合は、falseを返す
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return false;
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}
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attackEntry = this._createAndRegisterAttackEntry(virtualActive, virtualPassive);
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if (!virtualActive.isWeaponLimitless) {
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// 耐久が無制限でないため減少させる
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this._decreaseWeaponLimit(virtualActive, virtualPassive, attackEntry);
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}
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return attackEntry.isFinish;
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},
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_isAttackContinue: function(virtualActive, virtualPassive) {
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// 武器が足りないなどで攻撃できない
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if (!VirtualAttackControl.isAttackContinue(virtualActive)) {
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return false;
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}
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if (this._isSealAttack(virtualActive, virtualPassive)) {
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if (!this._isSealAttackBreak(virtualActive, virtualPassive)) {
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return false;
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}
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}
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return true;
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},
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_decreaseWeaponLimit: function(virtualActive, virtualPassive, attackEntry) {
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var weaponType;
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var weapon = virtualActive.weapon;
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var isItemDecrement = false;
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if (weapon === null) {
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return;
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}
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weaponType = weapon.getWeaponType();
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if (weaponType.isHitDecrement()) {
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if (attackEntry.isHit) {
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// 命中したため減らす
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isItemDecrement = true;
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}
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}
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else {
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// 命中の有無を問わず減らす
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isItemDecrement = true;
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}
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if (isItemDecrement) {
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attackEntry.isItemDecrement = true;
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// 武器の使用回数をカウント
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virtualActive.weaponUseCount++;
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}
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},
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_createAndRegisterAttackEntry: function(virtualActive, virtualPassive) {
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var i, attackEntry;
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var count = this._evaluatorArray.length;
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// AttackEntryを作成する
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attackEntry = this._order.createAttackEntry();
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attackEntry.isSrc = virtualActive.isSrc;
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this._setInitialSkill(virtualActive, virtualPassive, attackEntry);
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// AttackEntryにどのような値を設定するかは、Evaluatorオブジェクトが決定する。
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// AttackEvaluator.AttackMotionは攻撃時のモーションを決定し、
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// AttackEvaluator.HitCriticalは攻撃が命中するかどうかを決定するという要領になる。
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for (i = 0; i < count; i++) {
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this._evaluatorArray[i].setParentOrderBuilder(this);
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this._evaluatorArray[i].evaluateAttackEntry(virtualActive, virtualPassive, attackEntry);
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}
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// AttackEntryをAttackOrderに登録する
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this._order.registerAttackEntry(attackEntry);
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return attackEntry;
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},
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_setInitialSkill: function(virtualActive, virtualPassive, attackEntry) {
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if (virtualActive.skillFastAttack !== null) {
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if (virtualActive.skillFastAttack.isSkillDisplayable()) {
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attackEntry.skillArrayActive.push(virtualActive.skillFastAttack);
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}
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virtualActive.skillFastAttack = null;
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}
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if (virtualActive.skillContinuousAttack !== null) {
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if (virtualActive.skillContinuousAttack.isSkillDisplayable()) {
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attackEntry.skillArrayActive.push(virtualActive.skillContinuousAttack);
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}
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virtualActive.skillContinuousAttack = null;
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}
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},
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_calculateExperience: function(virtualActive, virtualPassive) {
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var unitSrc = this._attackInfo.unitSrc;
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var unitDest = this._attackInfo.unitDest;
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var data = StructureBuilder.buildAttackExperience();
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if (this._isExperienceDisabled()) {
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return -1;
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}
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// 経験値を得るのは自軍であるため、UnitType.PLAYERの比較は必須。
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// 自軍はunitSrcのときもunitDestのときもある。
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if (unitSrc.getUnitType() === UnitType.PLAYER && virtualActive.hp > 0) {
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// 攻撃をしかけたのが自軍であり、さらに死亡していない場合の処理
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data.active = unitSrc;
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data.activeHp = virtualActive.hp;
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data.activeDamageTotal = virtualActive.damageTotal;
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data.passive = unitDest;
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data.passiveHp = virtualPassive.hp;
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data.passiveDamageTotal = virtualPassive.damageTotal;
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}
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else if (unitDest.getUnitType() === UnitType.PLAYER && virtualPassive.hp > 0) {
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// 攻撃を受けたのが自軍であり、さらに死亡していない場合の処理
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data.active = unitDest;
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data.activeHp = virtualPassive.hp;
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data.activeDamageTotal = virtualPassive.damageTotal;
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data.passive = unitSrc;
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data.passiveHp = virtualActive.hp;
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data.passiveDamageTotal = virtualActive.damageTotal;
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}
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else {
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// 経験値を得ることはない
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return -1;
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}
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return ExperienceCalculator.calculateExperience(data);
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},
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_isExperienceDisabled: function() {
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var unitSrc = this._attackInfo.unitSrc;
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var unitDest = this._attackInfo.unitDest;
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// 同じ種類のユニットが戦闘した場合は、経験値は発生しないものとする
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if (unitSrc.getUnitType() === unitDest.getUnitType()) {
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return true;
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}
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return FusionControl.isExperienceDisabled(unitSrc);
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},
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_isSealAttack: function(virtualActive, virtualPassive) {
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var weapon = virtualPassive.weapon;
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if (weapon !== null && weapon.getWeaponOption() === WeaponOption.SEALATTACK) {
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return true;
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}
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return SkillControl.getBattleSkillFromValue(virtualPassive.unitSelf, virtualActive.unitSelf, SkillType.BATTLERESTRICTION, BattleRestrictionValue.SEALATTACK) !== null;
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},
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_isSealAttackBreak: function(virtualActive, virtualPassive) {
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var weapon = virtualActive.weapon;
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if (weapon.getWeaponOption() === WeaponOption.SEALATTACKBREAK) {
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return true;
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}
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return SkillControl.getBattleSkillFromFlag(virtualActive.unitSelf, virtualPassive.unitSelf, SkillType.INVALID, InvalidFlag.SEALATTACKBREAK) !== null;
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},
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_configureEvaluator: function(groupArray) {
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groupArray.appendObject(AttackEvaluator.HitCritical);
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groupArray.appendObject(AttackEvaluator.ActiveAction);
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groupArray.appendObject(AttackEvaluator.PassiveAction);
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groupArray.appendObject(AttackEvaluator.TotalDamage);
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// AttackMotionとDamageMotionでリアル戦闘時に使用するモーションを決定する。
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// attackEntry.isCriticalとattackEntry.isFinishは既に初期化されている必要がある。
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groupArray.appendObject(AttackEvaluator.AttackMotion);
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groupArray.appendObject(AttackEvaluator.DamageMotion);
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}
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}
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);
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var ForceAttackOrderBuilder = defineObject(NormalAttackOrderBuilder,
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{
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_srcForceEntryCount: 0,
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_destForceEntryCount: 0,
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getForceEntryType: function(unit, isSrc) {
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var type;
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if (this._attackInfo.forceBattleObject === null) {
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return 0;
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}
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if (isSrc) {
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type = this._attackInfo.forceBattleObject.getSrcForceEntryType(this._srcForceEntryCount);
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}
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else {
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type = this._attackInfo.forceBattleObject.getDestForceEntryType(this._destForceEntryCount);
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}
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return type;
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},
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_setDamage: function(virtualActive, virtualPassive) {
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var result = NormalAttackOrderBuilder._setDamage.call(this, virtualActive, virtualPassive);
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// 強制戦闘では、カウントを上昇させる
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if (this._attackInfo.attackStartType === AttackStartType.FORCE) {
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this._increaseForceCount(virtualActive.isSrc);
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}
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return result;
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},
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_isExperienceDisabled: function() {
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// 経験値を考慮しない場合
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if (!this._attackInfo.isExperienceEnabled) {
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return true;
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}
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return NormalAttackOrderBuilder._isExperienceDisabled.call(this);
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},
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_increaseForceCount: function(isSrc) {
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if (isSrc) {
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this._srcForceEntryCount++;
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}
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else {
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this._destForceEntryCount++;
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}
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},
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_configureEvaluator: function(groupArray) {
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groupArray.appendObject(AttackEvaluator.ForceHit);
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groupArray.appendObject(AttackEvaluator.ActiveAction);
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groupArray.appendObject(AttackEvaluator.PassiveAction);
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groupArray.appendObject(AttackEvaluator.TotalDamage);
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groupArray.appendObject(AttackEvaluator.AttackMotion);
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groupArray.appendObject(AttackEvaluator.DamageMotion);
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}
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}
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);
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// ユニットがどのような戦闘を行うかを決めておくために、
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// 戦闘を事前にシミュレーションすることになる。
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// たとえば、ユニットAがユニットBに直接攻撃を行う場合、
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// まずユニットAのAttackEntryがAttackOrderに追加される。
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// そして、与えれるダメージの分だけユニットBのHPを減らし、
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// ユニットAの武器も一回使用したものとしてカウントする。
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// このような変動をユニットに対して行うのは戦闘中であるべきだから、
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// AttackEntryを作成する時点では、VirtualAttackUnitという仮のオブジェクトを使用している。
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var VirtualAttackControl = {
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createVirtualAttackUnit: function(unitSelf, targetUnit, isSrc, attackInfo) {
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var isAttack;
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var virtualAttackUnit = StructureBuilder.buildVirtualAttackUnit();
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virtualAttackUnit.unitSelf = unitSelf;
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virtualAttackUnit.hp = unitSelf.getHp();
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virtualAttackUnit.weapon = BattlerChecker.getRealBattleWeapon(unitSelf);
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virtualAttackUnit.isSrc = isSrc;
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virtualAttackUnit.isCounterattack = attackInfo.isCounterattack;
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virtualAttackUnit.stateArray = [];
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virtualAttackUnit.totalStatus = SupportCalculator.createTotalStatus(unitSelf);
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this._setStateArray(virtualAttackUnit);
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if (isSrc) {
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// 攻撃をしかけた側は、武器を装備していれば攻撃可能とみなす
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isAttack = virtualAttackUnit.weapon !== null;
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}
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else {
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// 攻撃を受けた側は、反撃可能かどうかを調べる
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isAttack = virtualAttackUnit.isCounterattack;
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}
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this._calculateAttackAndRoundCount(virtualAttackUnit, isAttack, targetUnit);
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return virtualAttackUnit;
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},
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isRound: function(virtualAttackUnit) {
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return virtualAttackUnit.roundCount > 0;
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},
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decreaseRoundCount: function(virtualAttackUnit) {
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virtualAttackUnit.roundCount--;
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},
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isAttackContinue: function(virtualAttackUnit) {
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var i, count;
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var weapon = virtualAttackUnit.weapon;
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var result = false;
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count = virtualAttackUnit.stateArray.length;
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for (i = 0; i < count; i++) {
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if (this._isAttackStopState(virtualAttackUnit, virtualAttackUnit.stateArray[i])) {
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// 攻撃を禁止するステートが存在するため、falseを返すことで攻撃が続行しないようにする
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return false;
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}
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}
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|
|
// 攻撃を続けてよいかを調べる。
|
|
// 武器の使用回数がなくなる場合は、攻撃が続かないことがある。
|
|
if (weapon !== null) {
|
|
if (weapon.getLimitMax() === 0 || weapon.getLimit() === WeaponLimitValue.BROKEN) {
|
|
// 耐久が0の場合、もしくは破損している場合は何度でも使用できる
|
|
result = true;
|
|
}
|
|
else if (weapon.getLimit() - virtualAttackUnit.weaponUseCount > 0) {
|
|
// this._weaponUseCountには、この戦闘で武器を使用した回数が記録されている。
|
|
// これと武器の耐久を引いて0より大きい場合は、まだ武器を使用でき、攻撃可能といえる。
|
|
result = true;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
},
|
|
|
|
_isAttackStopState: function(virtualAttackUnit, state) {
|
|
var option, flag, weapon;
|
|
|
|
if (state === null) {
|
|
return false;
|
|
}
|
|
|
|
option = state.getBadStateOption();
|
|
if (option === BadStateOption.NOACTION) {
|
|
return true;
|
|
}
|
|
|
|
weapon = virtualAttackUnit.weapon;
|
|
flag = state.getBadStateFlag();
|
|
if (flag & BadStateFlag.PHYSICS) {
|
|
if (weapon !== null && weapon.getWeaponCategoryType() !== WeaponCategoryType.MAGIC) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (flag & BadStateFlag.MAGIC) {
|
|
if (weapon !== null && weapon.getWeaponCategoryType() === WeaponCategoryType.MAGIC) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
},
|
|
|
|
_setStateArray: function(virtualAttackUnit) {
|
|
var i;
|
|
var list = virtualAttackUnit.unitSelf.getTurnStateList();
|
|
var count = list.getCount();
|
|
|
|
// ユニットに設定されているステートを配列に設定
|
|
for (i = 0; i < count; i++) {
|
|
virtualAttackUnit.stateArray.push(list.getData(i).getState());
|
|
}
|
|
},
|
|
|
|
_calculateAttackAndRoundCount: function(virtualAttackUnit, isAttack, targetUnit) {
|
|
var weapon;
|
|
|
|
if (isAttack) {
|
|
weapon = virtualAttackUnit.weapon;
|
|
|
|
// 1回のラウンドにおける攻撃回数を取得する。
|
|
// 通常は1だがスキル次第では2が返り、連続で2回攻撃できる場合もある。
|
|
virtualAttackUnit.attackCount = Calculator.calculateAttackCount(virtualAttackUnit.unitSelf, targetUnit, weapon);
|
|
|
|
virtualAttackUnit.roundCount = Calculator.calculateRoundCount(virtualAttackUnit.unitSelf, targetUnit, weapon);
|
|
}
|
|
else {
|
|
virtualAttackUnit.attackCount = 0;
|
|
virtualAttackUnit.roundCount = 0;
|
|
}
|
|
}
|
|
};
|
|
|
|
var BaseAttackEvaluator = defineObject(BaseObject,
|
|
{
|
|
_parentOrderBuilder: null,
|
|
|
|
setParentOrderBuilder: function(parentOrderBuilder) {
|
|
this._parentOrderBuilder = parentOrderBuilder;
|
|
},
|
|
|
|
evaluateAttackEntry: function(virtualActive, virtualPassive, attackEntry) {
|
|
}
|
|
}
|
|
);
|
|
|
|
var AttackEvaluator = {};
|
|
|
|
AttackEvaluator.HitCritical = defineObject(BaseAttackEvaluator,
|
|
{
|
|
_skill: null,
|
|
|
|
evaluateAttackEntry: function(virtualActive, virtualPassive, attackEntry) {
|
|
this._skill = SkillControl.checkAndPushSkill(virtualActive.unitSelf, virtualPassive.unitSelf, attackEntry, true, SkillType.TRUEHIT);
|
|
|
|
// 攻撃が命中するかどうかを調べる
|
|
attackEntry.isHit = this.isHit(virtualActive, virtualPassive, attackEntry);
|
|
if (!attackEntry.isHit) {
|
|
if (this._skill === null) {
|
|
// 攻撃が命中せず、スキルも発動しないため続行しない
|
|
return;
|
|
}
|
|
|
|
// スキルは発動しているため、攻撃は命中する
|
|
attackEntry.isHit = true;
|
|
}
|
|
|
|
// クリティカルかどうか調べる
|
|
attackEntry.isCritical = this.isCritical(virtualActive, virtualPassive, attackEntry);
|
|
|
|
// 与えるダメージを計算する
|
|
attackEntry.damagePassive = this.calculateDamage(virtualActive, virtualPassive, attackEntry);
|
|
|
|
// ステート攻撃におけるスキルとステートを確認する
|
|
this._checkStateAttack(virtualActive, virtualPassive, attackEntry);
|
|
},
|
|
|
|
isHit: function(virtualActive, virtualPassive, attackEntry) {
|
|
// 命中するかどうかは確率で計算
|
|
return this.calculateHit(virtualActive, virtualPassive, attackEntry);
|
|
},
|
|
|
|
isCritical: function(virtualActive, virtualPassive, attackEntry) {
|
|
var active = virtualActive.unitSelf;
|
|
var passive = virtualPassive.unitSelf;
|
|
|
|
if (!virtualActive.isInitiative && SkillControl.checkAndPushSkill(active, passive, attackEntry, true, SkillType.COUNTERATTACKCRITICAL) !== null) {
|
|
// 反撃クリティカルによるクリティカル発動のためtrueを返す
|
|
return true;
|
|
}
|
|
|
|
// クリティカルが出るかどうかは確率で計算
|
|
return this.calculateCritical(virtualActive, virtualPassive, attackEntry);
|
|
},
|
|
|
|
calculateHit: function(virtualActive, virtualPassive, attackEntry) {
|
|
var percent = HitCalculator.calculateHit(virtualActive.unitSelf, virtualPassive.unitSelf, virtualActive.weapon, virtualActive.totalStatus, virtualPassive.totalStatus);
|
|
|
|
return Probability.getProbability(percent);
|
|
},
|
|
|
|
calculateCritical: function(virtualActive, virtualPassive, attackEntry) {
|
|
var percent = CriticalCalculator.calculateCritical(virtualActive.unitSelf, virtualPassive.unitSelf, virtualActive.weapon, virtualActive.totalStatus, virtualPassive.totalStatus);
|
|
|
|
return Probability.getProbability(percent);
|
|
},
|
|
|
|
calculateDamage: function(virtualActive, virtualPassive, attackEntry) {
|
|
var trueHitValue = 0;
|
|
|
|
if (this._skill !== null) {
|
|
trueHitValue = this._skill.getSkillValue();
|
|
}
|
|
|
|
if (DamageCalculator.isHpMinimum(virtualActive.unitSelf, virtualPassive.unitSelf, virtualActive.weapon, attackEntry.isCritical, trueHitValue)) {
|
|
// 現在HP-1をダメージにすることで、攻撃が当たれば相手のHPは1になる
|
|
return virtualPassive.hp - 1;
|
|
}
|
|
|
|
if (DamageCalculator.isFinish(virtualActive.unitSelf, virtualPassive.unitSelf, virtualActive.weapon, attackEntry.isCritical, trueHitValue)) {
|
|
return virtualPassive.hp;
|
|
}
|
|
|
|
return DamageCalculator.calculateDamage(virtualActive.unitSelf, virtualPassive.unitSelf, virtualActive.weapon, attackEntry.isCritical, virtualActive.totalStatus, virtualPassive.totalStatus, trueHitValue);
|
|
},
|
|
|
|
_checkStateAttack: function(virtualActive, virtualPassive, attackEntry) {
|
|
var i, count, skill, state;
|
|
var arr = SkillControl.getDirectSkillArray(virtualActive.unitSelf, SkillType.STATEATTACK, '');
|
|
|
|
// スキルのステート発動を確認する
|
|
count = arr.length;
|
|
for (i = 0; i < count; i++) {
|
|
skill = arr[i].skill;
|
|
state = this._getState(skill);
|
|
|
|
if (StateControl.isStateBlocked(virtualPassive.unitSelf, virtualActive.unitSelf, state)) {
|
|
// ステートは無効対象であるため発動しない
|
|
continue;
|
|
}
|
|
|
|
if (!SkillRandomizer.isSkillInvoked(virtualActive.unitSelf, virtualPassive.unitSelf, skill)) {
|
|
// スキルの発動率が成立しなかった
|
|
continue;
|
|
}
|
|
|
|
// Active側はスキルが発動したからskillArrayActiveに追加
|
|
if (skill.isSkillDisplayable()) {
|
|
attackEntry.skillArrayActive.push(skill);
|
|
}
|
|
|
|
// Passive側はステートを受けるからstateArrayPassiveに追加
|
|
attackEntry.stateArrayPassive.push(state);
|
|
|
|
// 戦闘全体に渡ってステートを記録する
|
|
virtualPassive.stateArray.push(state);
|
|
}
|
|
|
|
// 武器のステート発動を確認する
|
|
state = StateControl.checkStateInvocation(virtualActive.unitSelf, virtualPassive.unitSelf, virtualActive.weapon);
|
|
if (state !== null) {
|
|
attackEntry.stateArrayPassive.push(state);
|
|
virtualPassive.stateArray.push(state);
|
|
}
|
|
},
|
|
|
|
_getState: function(skill) {
|
|
var id = skill.getSkillValue();
|
|
var list = root.getBaseData().getStateList();
|
|
|
|
return list.getDataFromId(id);
|
|
}
|
|
}
|
|
);
|
|
|
|
AttackEvaluator.ForceHit = defineObject(AttackEvaluator.HitCritical,
|
|
{
|
|
isHit: function(virtualActive, virtualPassive, attackEntry) {
|
|
var tpye = this._parentOrderBuilder.getForceEntryType(virtualActive.unitSelf, virtualActive.isSrc);
|
|
|
|
if (tpye === ForceEntryType.HIT || tpye === ForceEntryType.CRITICAL) {
|
|
// 命中すべきであるためtrueを返す
|
|
return true;
|
|
}
|
|
else if (tpye === ForceEntryType.MISS) {
|
|
return false;
|
|
}
|
|
else {
|
|
// エントリがなくなった場合は、既定値を参照する
|
|
return AttackEvaluator.HitCritical.isHit(virtualActive, virtualPassive, attackEntry);
|
|
}
|
|
},
|
|
|
|
isCritical: function(virtualActive, virtualPassive, attackEntry) {
|
|
var tpye = this._parentOrderBuilder.getForceEntryType(virtualActive.unitSelf, virtualActive.isSrc);
|
|
|
|
if (tpye === ForceEntryType.CRITICAL) {
|
|
// クリティカルを出すべきであるため、trueを返す
|
|
return true;
|
|
}
|
|
else if (tpye === ForceEntryType.HIT || tpye === ForceEntryType.MISS) {
|
|
return false;
|
|
}
|
|
else {
|
|
return AttackEvaluator.HitCritical.isCritical(virtualActive, virtualPassive, attackEntry);
|
|
}
|
|
}
|
|
}
|
|
);
|
|
|
|
AttackEvaluator.ActiveAction = defineObject(BaseAttackEvaluator,
|
|
{
|
|
evaluateAttackEntry: function(virtualActive, virtualPassive, attackEntry) {
|
|
if (!attackEntry.isHit) {
|
|
return;
|
|
}
|
|
|
|
attackEntry.damagePassiveFull = attackEntry.damagePassive;
|
|
|
|
// 攻撃を受ける側のダメージの最終調整を行う
|
|
attackEntry.damagePassive = this._arrangePassiveDamage(virtualActive, virtualPassive, attackEntry);
|
|
|
|
// 攻撃をする側のダメージの最終調整を行う。
|
|
// 通常、攻撃をする側にダメージが生じることはないため、damageActiveは原則0になる。
|
|
// ダメージがマイナスである場合は、回復とみなされる。
|
|
attackEntry.damageActive = this._arrangeActiveDamage(virtualActive, virtualPassive, attackEntry);
|
|
},
|
|
|
|
_arrangePassiveDamage: function(virtualActive, virtualPassive, attackEntry) {
|
|
var damagePassive = attackEntry.damagePassive;
|
|
var value = this._getDamageGuardValue(virtualActive, virtualPassive, attackEntry);
|
|
|
|
if (value !== -1) {
|
|
value = 100 - value;
|
|
damagePassive = Math.floor(damagePassive * (value / 100));
|
|
}
|
|
|
|
// 相手がダメージを受けて、HPが0以下になる場合
|
|
if (virtualPassive.hp - damagePassive < 0) {
|
|
// 与えるダメージは相手のHPとする。
|
|
// たとえば、相手のHP3がダメージが5の場合、ダメージは3となる。
|
|
damagePassive = virtualPassive.hp;
|
|
}
|
|
else {
|
|
attackEntry.damagePassiveFull = damagePassive;
|
|
}
|
|
|
|
return damagePassive;
|
|
},
|
|
|
|
_arrangeActiveDamage: function(virtualActive, virtualPassive, attackEntry) {
|
|
var max;
|
|
var active = virtualActive.unitSelf;
|
|
var damageActive = attackEntry.damageActive;
|
|
var damagePassive = attackEntry.damagePassive;
|
|
|
|
if (this._isAbsorption(virtualActive, virtualPassive, attackEntry)) {
|
|
max = ParamBonus.getMhp(active);
|
|
|
|
damageActive = damagePassive;
|
|
|
|
if (virtualActive.hp + damageActive > max) {
|
|
damageActive = max - virtualActive.hp;
|
|
}
|
|
|
|
// ダメージをマイナスにすると、回復の意味になる
|
|
damageActive *= -1;
|
|
}
|
|
else {
|
|
damageActive = 0;
|
|
}
|
|
|
|
return damageActive;
|
|
},
|
|
|
|
_isAbsorption: function(virtualActive, virtualPassive, attackEntry) {
|
|
var isWeaponAbsorption;
|
|
var active = virtualActive.unitSelf;
|
|
var passive = virtualPassive.unitSelf;
|
|
var weapon = virtualActive.weapon;
|
|
|
|
if (weapon !== null && weapon.getWeaponOption() === WeaponOption.HPABSORB) {
|
|
isWeaponAbsorption = true;
|
|
}
|
|
else {
|
|
isWeaponAbsorption = false;
|
|
}
|
|
|
|
if (!isWeaponAbsorption) {
|
|
// 武器オプションが吸収を持たない場合は、スキルを確認
|
|
isWeaponAbsorption = SkillControl.checkAndPushSkill(active, passive, attackEntry, true, SkillType.DAMAGEABSORPTION) !== null;
|
|
}
|
|
|
|
return isWeaponAbsorption;
|
|
},
|
|
|
|
_getDamageGuardValue: function(virtualActive, virtualPassive, attackEntry) {
|
|
var i, count, skill, flag;
|
|
var value = -1;
|
|
var arr = SkillControl.getDirectSkillArray(virtualPassive.unitSelf, SkillType.DAMAGEGUARD, '');
|
|
|
|
count = arr.length;
|
|
for (i = 0; i < count; i++) {
|
|
skill = arr[i].skill;
|
|
flag = skill.getSkillValue();
|
|
|
|
// ガードできる武器であるか調べる
|
|
if (!ItemControl.isWeaponTypeAllowed(skill.getDataReferenceList(), virtualActive.weapon)) {
|
|
continue;
|
|
}
|
|
|
|
if (!SkillRandomizer.isSkillInvoked(virtualPassive.unitSelf, virtualActive.unitSelf, skill)) {
|
|
// スキルの発動率が成立しなかった
|
|
continue;
|
|
}
|
|
|
|
if (skill.isSkillDisplayable()) {
|
|
attackEntry.skillArrayPassive.push(skill);
|
|
}
|
|
|
|
value = skill.getSkillValue();
|
|
|
|
break;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
}
|
|
);
|
|
|
|
AttackEvaluator.PassiveAction = defineObject(BaseAttackEvaluator,
|
|
{
|
|
evaluateAttackEntry: function(virtualActive, virtualPassive, attackEntry) {
|
|
var value;
|
|
|
|
if (!attackEntry.isHit) {
|
|
return;
|
|
}
|
|
|
|
// ダメージを受けても死亡しない場合は続行しない
|
|
if (virtualPassive.hp - attackEntry.damagePassive > 0) {
|
|
return;
|
|
}
|
|
|
|
value = this._getSurvivalValue(virtualActive, virtualPassive, attackEntry);
|
|
if (value === -1) {
|
|
return;
|
|
}
|
|
|
|
if (value === SurvivalValue.SURVIVAL) {
|
|
// ダメージを1つ減らすことでHP1で残るようにする
|
|
attackEntry.damagePassive--;
|
|
attackEntry.damagePassiveFull = attackEntry.damagePassive;
|
|
|
|
if (attackEntry.damageActive < 0) {
|
|
// 吸収による回復が生じているため、1つ増やす(回復量が1つ減る)
|
|
attackEntry.damageActive++;
|
|
}
|
|
}
|
|
else if (value === SurvivalValue.IMMORTAL) {
|
|
// 相手は不死身であり、死亡させるわけにはいかないため、これまでの設定を無効にする
|
|
attackEntry.isHit = false;
|
|
attackEntry.isCritical = false;
|
|
attackEntry.damagePassive = 0;
|
|
attackEntry.damageActive = 0;
|
|
attackEntry.damagePassiveFull = 0;
|
|
}
|
|
},
|
|
|
|
_getSurvivalValue: function(virtualActive, virtualPassive, attackEntry) {
|
|
var skill;
|
|
var active = virtualActive.unitSelf;
|
|
var passive = virtualPassive.unitSelf;
|
|
|
|
if (passive.isImmortal()) {
|
|
return SurvivalValue.IMMORTAL;
|
|
}
|
|
|
|
skill = SkillControl.checkAndPushSkill(passive, active, attackEntry, false, SkillType.SURVIVAL);
|
|
if (skill !== null) {
|
|
return skill.getSkillValue();
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
}
|
|
);
|
|
|
|
AttackEvaluator.TotalDamage = defineObject(BaseAttackEvaluator,
|
|
{
|
|
evaluateAttackEntry: function(virtualActive, virtualPassive, attackEntry) {
|
|
virtualActive.hp -= attackEntry.damageActive;
|
|
virtualPassive.hp -= attackEntry.damagePassive;
|
|
virtualActive.damageTotal += attackEntry.damageActive;
|
|
virtualPassive.damageTotal += attackEntry.damagePassive;
|
|
|
|
attackEntry.isFinish = this._isAttackFinish(virtualActive, virtualPassive, attackEntry);
|
|
},
|
|
|
|
_isAttackFinish: function(virtualActive, virtualPassive, attackEntry) {
|
|
// どちらかが倒れたら戦闘が終了することになる
|
|
if (virtualPassive.hp <= 0 || virtualActive.hp <= 0) {
|
|
// 倒れる場合は、ステートも発動しないようにする
|
|
if (virtualPassive.hp <= 0) {
|
|
attackEntry.stateArrayPassive = [];
|
|
}
|
|
|
|
if (virtualActive.hp <= 0) {
|
|
attackEntry.stateArrayActive = [];
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
);
|
|
|
|
AttackEvaluator.AttackMotion = defineObject(BaseAttackEvaluator,
|
|
{
|
|
evaluateAttackEntry: function(virtualActive, virtualPassive, attackEntry) {
|
|
var midData = this._getAttackMotionId(virtualActive, virtualPassive, attackEntry);
|
|
|
|
// 攻撃のモーションIDを取得
|
|
attackEntry.motionIdActive = midData.id;
|
|
attackEntry.motionActionTypeActive = midData.type;
|
|
|
|
attackEntry.moveIdActive = midData.idMoveOnly;
|
|
attackEntry.moveActionTypeActive = midData.typeMoveOnly;
|
|
},
|
|
|
|
_getAttackMotionId: function(virtualActive, virtualPassive, attackEntry) {
|
|
var midData = MotionIdControl.createMotionIdData(virtualActive, virtualPassive, attackEntry, virtualActive.motionAttackCount);
|
|
|
|
if (midData.attackTemplateType === AttackTemplateType.ARCHER) {
|
|
MotionIdControl.getBowId(midData);
|
|
}
|
|
else if (midData.attackTemplateType === AttackTemplateType.MARGE) {
|
|
MotionIdControl.getMagicId(midData);
|
|
}
|
|
else {
|
|
if (this._parentOrderBuilder.isMagicWeaponAttack(midData.unit)) {
|
|
// 魔法武器攻撃
|
|
MotionIdControl.getMagicWeaponAttackId(midData);
|
|
}
|
|
else {
|
|
if (this._parentOrderBuilder.isDirectAttack()) {
|
|
if (virtualActive.isApproach) {
|
|
// 直接攻撃
|
|
MotionIdControl.getDirectAttackId(midData);
|
|
}
|
|
else {
|
|
// 移動後攻撃
|
|
MotionIdControl.getMoveAttackId(midData);
|
|
MotionIdControl.getMoveId(midData);
|
|
virtualActive.isApproach = true;
|
|
virtualPassive.isApproach = true;
|
|
}
|
|
}
|
|
else {
|
|
// 間接攻撃
|
|
MotionIdControl.getIndirectAttackId(midData);
|
|
}
|
|
}
|
|
}
|
|
|
|
virtualActive.motionAttackCount++;
|
|
|
|
return midData;
|
|
}
|
|
}
|
|
);
|
|
|
|
AttackEvaluator.DamageMotion = defineObject(BaseAttackEvaluator,
|
|
{
|
|
evaluateAttackEntry: function(virtualActive, virtualPassive, attackEntry) {
|
|
var midData;
|
|
|
|
if (attackEntry.isHit) {
|
|
// 攻撃は命中するから、相手をダメージ受けモーションにするべくIDを取得
|
|
midData = this._getDamageMotionId(virtualActive, virtualPassive, attackEntry);
|
|
}
|
|
else {
|
|
// 攻撃は外れるから、相手を回避モーションにするべくIDを取得
|
|
midData = this._getAvoidMotionId(virtualActive, virtualPassive, attackEntry);
|
|
}
|
|
|
|
attackEntry.motionIdPassive = midData.id;
|
|
attackEntry.motionActionTypePassive = midData.type;
|
|
},
|
|
|
|
_getDamageMotionId: function(virtualActive, virtualPassive, attackEntry) {
|
|
var midData = MotionIdControl.createMotionIdData(virtualPassive, virtualActive, attackEntry, virtualPassive.motionDamageCount);
|
|
|
|
MotionIdControl.getDamageId(midData);
|
|
|
|
virtualPassive.motionDamageCount++;
|
|
|
|
return midData;
|
|
},
|
|
|
|
_getAvoidMotionId: function(virtualActive, virtualPassive, attackEntry) {
|
|
var midData = MotionIdControl.createMotionIdData(virtualPassive, virtualActive, attackEntry, virtualPassive.motionAvoidCount);
|
|
|
|
MotionIdControl.getAvoidId(midData);
|
|
|
|
virtualPassive.motionAvoidCount++;
|
|
|
|
return midData;
|
|
}
|
|
}
|
|
);
|
|
|
|
var AttackOrder = defineObject(BaseObject,
|
|
{
|
|
_attackEntryCount: 0,
|
|
_attackEntryArray: null,
|
|
_currentIndex: 0,
|
|
_unitSrc: null,
|
|
_unitDest: null,
|
|
_waitIdSrc: 0,
|
|
_waitIdDest: 0,
|
|
_exp: 0,
|
|
|
|
resetAttackOrder: function() {
|
|
this._attackEntryCount = 0;
|
|
this._attackEntryArray = [];
|
|
this._currentIndex = 0;
|
|
},
|
|
|
|
registerBaseInfo: function(attackInfo, waitIdSrc, waitIdDest) {
|
|
this._unitSrc = attackInfo.unitSrc;
|
|
this._unitDest = attackInfo.unitDest;
|
|
this._waitIdSrc = waitIdSrc;
|
|
this._waitIdDest = waitIdDest;
|
|
},
|
|
|
|
registerExp: function(exp) {
|
|
this._exp = exp;
|
|
},
|
|
|
|
createAttackEntry: function() {
|
|
var attackEntry = StructureBuilder.buildAttackEntry();
|
|
|
|
attackEntry.skillArrayActive = [];
|
|
attackEntry.skillArrayPassive = [];
|
|
attackEntry.stateArrayActive = [];
|
|
attackEntry.stateArrayPassive = [];
|
|
|
|
return attackEntry;
|
|
},
|
|
|
|
registerAttackEntry: function(attackEntry) {
|
|
this._attackEntryArray[this._attackEntryCount++] = attackEntry;
|
|
},
|
|
|
|
prevOrder: function() {
|
|
if (this._currentIndex - 1 === -1) {
|
|
return false;
|
|
}
|
|
|
|
this._currentIndex--;
|
|
|
|
return true;
|
|
},
|
|
|
|
nextOrder: function() {
|
|
if (!this.isNextOrder()) {
|
|
return false;
|
|
}
|
|
|
|
this._currentIndex++;
|
|
|
|
return true;
|
|
},
|
|
|
|
isNextOrder: function() {
|
|
if (this._currentIndex === this._attackEntryArray.length) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
},
|
|
|
|
getExp: function() {
|
|
return this._exp;
|
|
},
|
|
|
|
getCurrentEntry: function() {
|
|
var attackEntry;
|
|
|
|
// 既に最後までエントリがチェックされている場合は、便宜上最後のエントリを返すようにしている
|
|
if (!this.isNextOrder()) {
|
|
if (this._currentIndex === 0) {
|
|
// 射程1の攻撃封じの武器を持つ相手に、離れた場所から攻撃するなどした場合に発生する。
|
|
// 両方とも攻撃ないため、ダミーのAttackEntryを作成する。
|
|
attackEntry = this.createAttackEntry();
|
|
attackEntry.isSrc = true;
|
|
return attackEntry;
|
|
}
|
|
|
|
return this._attackEntryArray[this._currentIndex - 1];
|
|
}
|
|
|
|
return this._attackEntryArray[this._currentIndex];
|
|
},
|
|
|
|
getActiveUnit: function() {
|
|
var unit;
|
|
var attackEntry = this.getCurrentEntry();
|
|
|
|
if (attackEntry.isSrc) {
|
|
unit = this._unitSrc;
|
|
}
|
|
else {
|
|
unit = this._unitDest;
|
|
}
|
|
|
|
return unit;
|
|
},
|
|
|
|
getPassiveUnit: function() {
|
|
var unit;
|
|
var attackEntry = this.getCurrentEntry();
|
|
|
|
if (!attackEntry.isSrc) {
|
|
unit = this._unitSrc;
|
|
}
|
|
else {
|
|
unit = this._unitDest;
|
|
}
|
|
|
|
return unit;
|
|
},
|
|
|
|
isCurrentCritical: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.isCritical;
|
|
},
|
|
|
|
isCurrentHit: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.isHit;
|
|
},
|
|
|
|
isCurrentFinish: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.isFinish;
|
|
},
|
|
|
|
isCurrentItemDecrement: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.isItemDecrement;
|
|
},
|
|
|
|
getActiveDamage: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.damageActive;
|
|
},
|
|
|
|
getPassiveDamage: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.damagePassive;
|
|
},
|
|
|
|
getPassiveFullDamage: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.damagePassiveFull;
|
|
},
|
|
|
|
getActiveSkillArray: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.skillArrayActive;
|
|
},
|
|
|
|
getPassiveSkillArray: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.skillArrayPassive;
|
|
},
|
|
|
|
getActiveStateArray: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.stateArrayActive;
|
|
},
|
|
|
|
getPassiveStateArray: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.stateArrayPassive;
|
|
},
|
|
|
|
getActiveMotionId : function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.motionIdActive;
|
|
},
|
|
|
|
getPassiveMotionId : function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.motionIdPassive;
|
|
},
|
|
|
|
getActiveMotionActionType: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.motionActionTypeActive;
|
|
},
|
|
|
|
getMoveId: function() {
|
|
var attackEntry = this.getCurrentEntry();
|
|
return attackEntry.moveIdActive;
|
|
},
|
|
|
|
getWaitIdSrc: function() {
|
|
return this._waitIdSrc;
|
|
},
|
|
|
|
getWaitIdDest: function() {
|
|
return this._waitIdDest;
|
|
}
|
|
}
|
|
);
|
|
|
|
// 通常はクラスに設定されているモーションIDを使用するが、
|
|
// 武器にモーションIDが設定されている場合はそれを優先する。
|
|
var MotionIdControl = {
|
|
createEmptyMotionIdData: function() {
|
|
var midData = {};
|
|
|
|
midData.unit = null;
|
|
midData.weapon = null;
|
|
midData.cls = null;
|
|
midData.attackTemplateType = 0;
|
|
midData.isCritical = false;
|
|
midData.isFinish = false;
|
|
midData.count = 0;
|
|
midData.id = MotionIdValue.NONE;
|
|
midData.type = -1;
|
|
midData.idMoveOnly = MotionIdValue.NONE;
|
|
midData.typeMoveOnly = -1;
|
|
|
|
return midData;
|
|
},
|
|
|
|
createMotionIdData: function(virtualActive, virtualPassive, attackEntry, count) {
|
|
var midData = this.createEmptyMotionIdData();
|
|
|
|
midData.unit = virtualActive.unitSelf;
|
|
midData.weapon = virtualActive.weapon;
|
|
midData.cls = BattlerChecker.getRealBattleClass(midData.unit, midData.weapon);
|
|
midData.attackTemplateType = BattlerChecker.findAttackTemplateType(midData.cls, midData.weapon);
|
|
midData.isCritical = attackEntry.isCritical;
|
|
midData.isFinish = attackEntry.isFinish;
|
|
midData.count = count;
|
|
|
|
return midData;
|
|
},
|
|
|
|
getWaitId: function(unit, weapon) {
|
|
var collection;
|
|
var id = -1;
|
|
var cls = BattlerChecker.getRealBattleClass(unit, weapon);
|
|
var attackTemplateType = BattlerChecker.findAttackTemplateType(cls, weapon);
|
|
|
|
if (weapon !== null) {
|
|
collection = weapon.getMotionIdCollection();
|
|
id = this._getWaitIdInternal(attackTemplateType, collection);
|
|
}
|
|
|
|
if (id === MotionIdValue.NONE) {
|
|
collection = cls.getMotionIdCollection();
|
|
id = this._getWaitIdInternal(attackTemplateType, collection);
|
|
}
|
|
|
|
return id;
|
|
},
|
|
|
|
getMoveId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getMoveIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.idMoveOnly === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getMoveIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getMoveAttackId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getMoveAttackIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getMoveAttackIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getDirectAttackId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getDirectAttackIdIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getDirectAttackIdIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getIndirectAttackId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getIndirectAttackIdIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getIndirectAttackIdIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getMagicWeaponAttackId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getMagicWeaponAttackIdIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getMagicWeaponAttackIdIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getBowId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getBowIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getBowIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getMagicId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getMagicIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getMagicIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getAvoidId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getAvoidIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getAvoidIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
getDamageId: function(midData) {
|
|
var collection;
|
|
|
|
if (midData.weapon !== null) {
|
|
collection = midData.weapon.getMotionIdCollection();
|
|
this._getDamageIdInternal(collection, midData);
|
|
}
|
|
|
|
if (midData.id === MotionIdValue.NONE) {
|
|
collection = midData.cls.getMotionIdCollection();
|
|
this._getDamageIdInternal(collection, midData);
|
|
}
|
|
},
|
|
|
|
_getWaitIdInternal: function(attackTemplateType, collection) {
|
|
var id = MotionIdValue.NONE;
|
|
|
|
if (attackTemplateType === AttackTemplateType.FIGHTER) {
|
|
id = collection.getFighterId(MotionFighter.WAIT);
|
|
}
|
|
else if (attackTemplateType === AttackTemplateType.ARCHER) {
|
|
id = collection.getArcherId(MotionArcher.WAIT);
|
|
}
|
|
else if (attackTemplateType === AttackTemplateType.MARGE) {
|
|
id = collection.getMargeId(MotionMarge.MARGE);
|
|
}
|
|
|
|
return id;
|
|
},
|
|
|
|
_getMoveIdInternal: function(collection, midData) {
|
|
var type;
|
|
|
|
if (midData.isCritical) {
|
|
if (midData.isFinish) {
|
|
type = MotionFighter.CRITICALFINISHMOVE;
|
|
}
|
|
else {
|
|
type = MotionFighter.CRITICALMOVE;
|
|
}
|
|
}
|
|
else {
|
|
type = MotionFighter.MOVE;
|
|
}
|
|
|
|
midData.idMoveOnly = collection.getFighterId(type);
|
|
midData.typeMoveOnly = type;
|
|
},
|
|
|
|
_getMoveAttackIdInternal: function(collection, midData) {
|
|
var type;
|
|
|
|
if (midData.isCritical) {
|
|
if (midData.isFinish) {
|
|
type = MotionFighter.CRITICALFINISHMOVEATTACK;
|
|
}
|
|
else {
|
|
type = MotionFighter.CRITICALMOVEATTACK;
|
|
}
|
|
}
|
|
else {
|
|
type = MotionFighter.MOVEATTACK;
|
|
}
|
|
|
|
midData.id = collection.getFighterId(type);
|
|
midData.type = type;
|
|
},
|
|
|
|
_getDirectAttackIdIdInternal: function(collection, midData) {
|
|
var id, type;
|
|
var count = midData.count;
|
|
|
|
if (midData.isCritical && midData.isFinish) {
|
|
type = MotionFighter.CRITICALFINISHATTACK;
|
|
id = collection.getFighterId(type);
|
|
if (id !== MotionIdValue.NONE) {
|
|
// クリティカル直接とどめが設定されているからそれを使用する
|
|
midData.id = id;
|
|
midData.type = type;
|
|
return;
|
|
}
|
|
}
|
|
|
|
count %= 2;
|
|
|
|
if (midData.isCritical) {
|
|
if (count === 0) {
|
|
type = MotionFighter.CRITICALATTACK1;
|
|
}
|
|
else {
|
|
type = MotionFighter.CRITICALATTACK2;
|
|
}
|
|
}
|
|
else {
|
|
if (count === 0) {
|
|
type = MotionFighter.ATTACK1;
|
|
}
|
|
else {
|
|
type = MotionFighter.ATTACK2;
|
|
}
|
|
}
|
|
|
|
midData.id = collection.getFighterId(type);
|
|
midData.type = type;
|
|
},
|
|
|
|
_getIndirectAttackIdIdInternal: function(collection, midData) {
|
|
var type;
|
|
|
|
if (midData.isCritical) {
|
|
type = MotionFighter.CRITICALINDIRECTATTACK;
|
|
}
|
|
else {
|
|
type = MotionFighter.INDIRECTATTACK;
|
|
}
|
|
|
|
midData.id = collection.getFighterId(type);
|
|
midData.type = type;
|
|
},
|
|
|
|
_getMagicWeaponAttackIdIdInternal: function(collection, midData) {
|
|
var type;
|
|
|
|
if (midData.isCritical) {
|
|
type = MotionFighter.CRITICALMAGICATTACK;
|
|
}
|
|
else {
|
|
type = MotionFighter.MAGICATTACK;
|
|
}
|
|
|
|
midData.id = collection.getFighterId(type);
|
|
midData.type = type;
|
|
|
|
if (type === MotionFighter.CRITICALMAGICATTACK && midData.id === MotionIdValue.NONE) {
|
|
// 「クリティカル魔法武器攻撃」が設定されていない場合は、「魔法武器攻撃」を使用する
|
|
midData.id = collection.getFighterId(MotionFighter.MAGICATTACK);
|
|
}
|
|
},
|
|
|
|
_getBowIdInternal: function(collection, midData) {
|
|
var type;
|
|
|
|
if (midData.isCritical) {
|
|
if (midData.isFinish) {
|
|
type = MotionArcher.CRITICALFINISH;
|
|
}
|
|
else {
|
|
type = MotionArcher.CRITICALBOW;
|
|
}
|
|
}
|
|
else {
|
|
type = MotionArcher.BOW;
|
|
}
|
|
|
|
midData.id = collection.getArcherId(type);
|
|
midData.type = type;
|
|
},
|
|
|
|
_getMagicIdInternal: function(collection, midData) {
|
|
var type;
|
|
|
|
if (midData.isCritical) {
|
|
if (midData.isFinish) {
|
|
type = MotionMarge.CRITICALFINISH;
|
|
}
|
|
else {
|
|
type = MotionMarge.CRITICALMAGIC;
|
|
}
|
|
}
|
|
else {
|
|
type = MotionMarge.MAGIC;
|
|
}
|
|
|
|
midData.id = collection.getMargeId(type);
|
|
midData.type = type;
|
|
},
|
|
|
|
_getAvoidIdInternal: function(collection, midData) {
|
|
var id = 0;
|
|
var type = 0;
|
|
var count = midData.count;
|
|
|
|
count %= 2;
|
|
|
|
if (midData.attackTemplateType === AttackTemplateType.FIGHTER) {
|
|
if (count === 0) {
|
|
type = MotionFighter.AVOID1;
|
|
}
|
|
else {
|
|
type = MotionFighter.AVOID2;
|
|
}
|
|
id = collection.getFighterId(type);
|
|
}
|
|
else if (midData.attackTemplateType === AttackTemplateType.ARCHER) {
|
|
if (count === 0) {
|
|
type = MotionArcher.AVOID1;
|
|
}
|
|
else {
|
|
type = MotionArcher.AVOID2;
|
|
}
|
|
id = collection.getArcherId(type);
|
|
}
|
|
else if (midData.attackTemplateType === AttackTemplateType.MARGE) {
|
|
if (count === 0) {
|
|
type = MotionMarge.AVOID1;
|
|
}
|
|
else {
|
|
type = MotionMarge.AVOID2;
|
|
}
|
|
id = collection.getMargeId(type);
|
|
}
|
|
|
|
midData.id = id;
|
|
midData.type = type;
|
|
},
|
|
|
|
_getDamageIdInternal: function(collection, midData) {
|
|
var id = MotionIdValue.NONE;
|
|
var type = -1;
|
|
|
|
if (midData.attackTemplateType === AttackTemplateType.FIGHTER) {
|
|
if (midData.isFinish) {
|
|
type = MotionFighter.FINISHDAMAGE;
|
|
}
|
|
else {
|
|
type = MotionFighter.DAMAGE;
|
|
}
|
|
id = collection.getFighterId(type);
|
|
}
|
|
else if (midData.attackTemplateType === AttackTemplateType.ARCHER) {
|
|
if (midData.isFinish) {
|
|
type = MotionArcher.FINISHDAMAGE;
|
|
}
|
|
else {
|
|
type = MotionArcher.DAMAGE;
|
|
}
|
|
id = collection.getArcherId(type);
|
|
}
|
|
else if (midData.attackTemplateType === AttackTemplateType.MARGE) {
|
|
if (midData.isFinish) {
|
|
type = MotionMarge.FINISHDAMAGE;
|
|
}
|
|
else {
|
|
type = MotionMarge.DAMAGE;
|
|
}
|
|
id = collection.getMargeId(type);
|
|
}
|
|
|
|
midData.id = id;
|
|
midData.type = type;
|
|
}
|
|
};
|