using System; using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using Excel2Json; using Fort23.Core; using GameLogic.Combat.Hero; using Utility; namespace GameLogic.Combat.CombatTool { public class CombatCalculateTool : Singleton { public Random Random = new Random(); public CombatCalculateTool() { Random = new Random(System.DateTime.Now.Millisecond); } public int GetOdd() { return Random.Next(0, 100); } public int GetOdd(int min,int max) { return Random.Next(min, max); } public long GetVlaueRatioForLong(long value, float ration) { long v = (value * (long)(ration * 100)) / 10000; return v; } public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroEntity target, long att, AttType attType, TriggerData triggerData, HarmType harmType = HarmType.Null) { return Harm(source, target.GetMainHotPoin(), att, attType, triggerData, harmType); } /// /// 造成伤害 /// n /// 攻击方 /// 被攻击方 /// 伤害值 public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType, TriggerData triggerData, HarmType harmType = HarmType.Default) { HarmReturnInfo harmReturnInfo = new HarmReturnInfo(); harmReturnInfo.source = source; harmReturnInfo.target = target; harmReturnInfo.att = att; harmReturnInfo.attType = attType; harmReturnInfo.harmType = harmType; harmReturnInfo.triggerData = triggerData; if (target.combatHeroEntity.isDie) { return harmReturnInfo; } target.combatHeroEntity.HeroHurt(harmReturnInfo); return harmReturnInfo; } public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType, HarmType harmType, TriggerData triggerData) { HarmReturnInfo harmReturnInfo = new HarmReturnInfo(); harmReturnInfo.source = source; harmReturnInfo.target = target; harmReturnInfo.att = att; harmReturnInfo.attType = attType; harmReturnInfo.harmType = harmType; harmReturnInfo.triggerData = triggerData; if (target.combatHeroEntity.isDie) { return harmReturnInfo; } target.combatHeroEntity.Recover(harmReturnInfo); return harmReturnInfo; } } }