CombatCalculateTool.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  4. using Common.Utility.CombatEvent;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Player;
  11. using UnityEngine;
  12. using Utility;
  13. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  14. using Random = System.Random;
  15. namespace GameLogic.Combat.CombatTool
  16. {
  17. public class CombatCalculateTool : Singleton<CombatCalculateTool>
  18. {
  19. public Random Random = new Random();
  20. static readonly WuXingType[] Symbiosis = new WuXingType[6]
  21. {
  22. WuXingType.Water, // 金生水
  23. WuXingType.Fire, // 木生火
  24. WuXingType.Wood, // 水生木
  25. WuXingType.Earth, // 火生土
  26. WuXingType.Gold, // 土生金
  27. WuXingType.Null
  28. };
  29. // 相克关系表(用位表示)
  30. static readonly WuXingType[] Restrain = new WuXingType[6]
  31. {
  32. WuXingType.Wood, // 金克木
  33. WuXingType.Earth, // 木克土
  34. WuXingType.Fire, // 水克火
  35. WuXingType.Gold, // 火克金
  36. WuXingType.Water, // 土克水
  37. WuXingType.Null
  38. };
  39. public CombatCalculateTool()
  40. {
  41. Random = new Random(System.DateTime.Now.Millisecond);
  42. }
  43. public int GetOdd()
  44. {
  45. return Random.Next(0, 100);
  46. }
  47. public int GetOdd(int min, int max)
  48. {
  49. return Random.Next(min, max);
  50. }
  51. public long GetVlaueRatioForLong(long value, float ration)
  52. {
  53. long v = (value * (long)(ration * 100)) / 10000;
  54. return v;
  55. }
  56. public float GetVlaueRatioForFloat(float value, float ration)
  57. {
  58. float v = (value * ration) / 100f;
  59. return v;
  60. }
  61. public int GetVlaueRatioForInt(int value, float ration)
  62. {
  63. int v = (value * (int)(ration * 100)) / 10000;
  64. return v;
  65. }
  66. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroEntity target, long att, AttType attType,
  67. TriggerData triggerData, WuXingType WuXingType, ISkillFeatures skillFeatures,
  68. HarmType harmType = HarmType.Null)
  69. {
  70. return Harm(source, target.GetMainHotPoin<CombatHeroHitPoint>(), att,
  71. attType, triggerData, WuXingType, skillFeatures, harmType);
  72. }
  73. /// <summary>
  74. /// 造成伤害
  75. /// </summary>n
  76. /// <param name="source">攻击方</param>
  77. /// <param name="target">被攻击方</param>
  78. /// <param name="att">伤害值</param>
  79. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  80. AttType attType, TriggerData triggerData, WuXingType WuXingType, ISkillFeatures skillFeatures,
  81. HarmType harmType = HarmType.Default)
  82. {
  83. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  84. harmReturnInfo.yuanShiAtt = att;
  85. harmReturnInfo.source = source;
  86. harmReturnInfo.target = target;
  87. harmReturnInfo.att = att;
  88. harmReturnInfo.attType = attType;
  89. harmReturnInfo.WuXingType = WuXingType;
  90. harmReturnInfo.harmType = harmType;
  91. harmReturnInfo.triggerData = triggerData;
  92. if (target.combatHeroEntity.isDie)
  93. {
  94. return harmReturnInfo;
  95. }
  96. if (CombatController.currActiveCombat.IsGameOver)
  97. {
  98. return harmReturnInfo;
  99. }
  100. float qiangDu = 100;
  101. SkillFeaturesData skillFeaturesData = skillFeatures as SkillFeaturesData;
  102. if (skillFeaturesData != null)
  103. {
  104. qiangDu = (skillFeaturesData.hp * 100) / skillFeaturesData.maxHp;
  105. }
  106. harmReturnInfo.QiangDu = qiangDu;
  107. att = GetVlaueRatioForLong(att, qiangDu);
  108. float wuxing = source.CurrCombatHeroInfo.GetWuXingShuXing(WuXingType);
  109. // int index = GeWuXingTypeIndex(WuXingType);
  110. // WuXingType kzWuXing = Restrain[index];
  111. // float direnWuXing = target.combatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(kzWuXing);
  112. att = GetVlaueRatioForLong(att, wuxing);
  113. float def =
  114. (target.combatHeroEntity.CurrCombatHeroInfo.defense.Value * 100.0f / source.CurrCombatHeroInfo.k);
  115. int p1_id = (int)def;
  116. p1_id = Math.Min(100, Math.Max(1, p1_id));
  117. MitigationParaConfig mitigationParaConfig = ConfigComponent.Instance.Get<MitigationParaConfig>(p1_id);
  118. float p1 = (def * mitigationParaConfig.mitigationPara) / 100f;
  119. att = GetVlaueRatioForLong(att, 100 - p1);
  120. harmReturnInfo.att = att;
  121. StartInjuredEventData startInjuredEventData = StartInjuredEventData.Create();
  122. startInjuredEventData.HarmReturnInfo = harmReturnInfo;
  123. CombatEventManager.Instance.Dispatch(CombatEventType.StartInjured, startInjuredEventData);
  124. if (harmReturnInfo.isInvalid)
  125. {
  126. return harmReturnInfo;
  127. }
  128. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  129. return harmReturnInfo;
  130. }
  131. public HarmReturnInfo TrueHarm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  132. AttType attType, TriggerData triggerData,
  133. HarmType harmType = HarmType.Default)
  134. {
  135. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  136. harmReturnInfo.source = source;
  137. harmReturnInfo.target = target;
  138. harmReturnInfo.att = att;
  139. harmReturnInfo.attType = attType;
  140. harmReturnInfo.harmType = harmType;
  141. harmReturnInfo.triggerData = triggerData;
  142. if (target.combatHeroEntity.isDie)
  143. {
  144. return harmReturnInfo;
  145. }
  146. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  147. return harmReturnInfo;
  148. }
  149. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  150. AttType attType, HarmType harmType, TriggerData triggerData)
  151. {
  152. harmType |= HarmType.Recover;
  153. HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
  154. harmReturnInfo.source = source;
  155. harmReturnInfo.target = target;
  156. harmReturnInfo.att = att;
  157. harmReturnInfo.attType = attType;
  158. harmReturnInfo.harmType = harmType;
  159. harmReturnInfo.triggerData = triggerData;
  160. if (target.combatHeroEntity.isDie)
  161. {
  162. return harmReturnInfo;
  163. }
  164. target.combatHeroEntity.This<CombatHeroEntity>().Recover(harmReturnInfo);
  165. return harmReturnInfo;
  166. }
  167. public void ShangSHi(WuXingType wuXingType, ShowBaiscEntity target, int vInjury)
  168. {
  169. switch (wuXingType)
  170. {
  171. case WuXingType.Gold:
  172. target.CurrCombatHeroInfo.Metal_Injury += vInjury;
  173. break;
  174. case WuXingType.Wood:
  175. target.CurrCombatHeroInfo.Wood_Injury += vInjury;
  176. break;
  177. case WuXingType.Water:
  178. target.CurrCombatHeroInfo.Water_Injury += vInjury;
  179. break;
  180. case WuXingType.Fire:
  181. target.CurrCombatHeroInfo.Fire_Injury += vInjury;
  182. break;
  183. case WuXingType.Earth:
  184. target.CurrCombatHeroInfo.Earth_Injury += vInjury;
  185. break;
  186. }
  187. }
  188. public ILifetCycleHitPoint[] GetMinHpHero(ILifetCycleHitPoint[] allLifetCycleHitPoints, int count)
  189. {
  190. if (allLifetCycleHitPoints == null)
  191. {
  192. return null;
  193. }
  194. BetterList<ILifetCycleHitPoint> findHero = new BetterList<ILifetCycleHitPoint>();
  195. findHero.AddRange(allLifetCycleHitPoints);
  196. int currCount = Math.Min(allLifetCycleHitPoints.Length, count);
  197. ILifetCycleHitPoint[] minHpHero = new ILifetCycleHitPoint[currCount];
  198. for (int k = 0; k < currCount; k++)
  199. {
  200. CombatHeroEntity lifetCycleHitPoint = null;
  201. int index = 0;
  202. if (findHero.Count <= 0)
  203. {
  204. return minHpHero;
  205. }
  206. lifetCycleHitPoint = findHero[0].IfLifeCycle.This<CombatHeroEntity>();
  207. for (int j = 0; j < findHero.Count; j++)
  208. {
  209. CombatHeroEntity lifetCycleHitPoint2 =
  210. findHero[j].IfLifeCycle.This<CombatHeroEntity>();
  211. if (lifetCycleHitPoint2.HpBl < lifetCycleHitPoint.HpBl)
  212. {
  213. lifetCycleHitPoint = lifetCycleHitPoint2;
  214. index = j;
  215. }
  216. }
  217. ILifetCycleHitPoint currFindHitPoint = lifetCycleHitPoint.GetMainHotPoin<ILifetCycleHitPoint>(true);
  218. minHpHero[k] = currFindHitPoint;
  219. findHero.RemoveAt(index);
  220. }
  221. return minHpHero;
  222. }
  223. private int GeWuXingTypeIndex(WuXingType e)
  224. {
  225. switch (e)
  226. {
  227. case WuXingType.Gold: return 0;
  228. case WuXingType.Wood: return 1;
  229. case WuXingType.Water: return 2;
  230. case WuXingType.Fire: return 3;
  231. case WuXingType.Earth: return 4;
  232. default: return 5; // 无效元素
  233. }
  234. }
  235. public int GetRestrained(WuXingType WuXingType, WuXingType targetWuXingType)
  236. {
  237. int c = 0;
  238. if (WuXingType.HasFlag(WuXingType.Gold))
  239. {
  240. if (targetWuXingType.HasFlag(WuXingType.Wood))
  241. {
  242. c++;
  243. }
  244. }
  245. if (WuXingType.HasFlag(WuXingType.Wood))
  246. {
  247. if (targetWuXingType.HasFlag(WuXingType.Earth))
  248. {
  249. c++;
  250. }
  251. }
  252. if (WuXingType.HasFlag(WuXingType.Water))
  253. {
  254. if (targetWuXingType.HasFlag(WuXingType.Fire))
  255. {
  256. c++;
  257. }
  258. }
  259. if (WuXingType.HasFlag(WuXingType.Fire))
  260. {
  261. if (targetWuXingType.HasFlag(WuXingType.Gold))
  262. {
  263. c++;
  264. }
  265. }
  266. if (WuXingType.HasFlag(WuXingType.Earth))
  267. {
  268. if (targetWuXingType.HasFlag(WuXingType.Wood))
  269. {
  270. c++;
  271. }
  272. }
  273. return c;
  274. }
  275. public void FaBaoPengZhuang(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  276. {
  277. CombatHeroEntity heroEntityA = a.RootMagicWeaponControl.combatHeroEntity;
  278. CombatHeroEntity heroEntityB = b.RootMagicWeaponControl.combatHeroEntity;
  279. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  280. int targetRestrained = GetRestrained(b.WuXingType, a.WuXingType);
  281. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  282. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  283. int c = myRestrained - targetRestrained;
  284. long myHp = (long)(a.HpBl);
  285. long targetHp = (long)(b.HpBl);
  286. float p2 = 100;
  287. if (c < 0) //a被压制
  288. {
  289. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_b - lg_a));
  290. targetHp = (long)(targetHp * p2);
  291. }
  292. else if (c > 0)
  293. {
  294. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_a - lg_b));
  295. myHp = (long)(myHp * p2);
  296. }
  297. if (myHp > targetHp)
  298. {
  299. myHp -= targetHp;
  300. a.HpBl = myHp;
  301. }
  302. else if (myHp < targetHp)
  303. {
  304. targetHp -= myHp;
  305. b.HpBl = targetHp;
  306. }
  307. else if (myHp == targetHp)
  308. {
  309. a.HpBl = 0;
  310. b.HpBl = 0;
  311. }
  312. }
  313. public void GongFaPengZhuang(SkillFeaturesData a, SkillFeaturesData b, CombatHeroEntity heroEntityA,
  314. CombatHeroEntity heroEntityB)
  315. {
  316. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  317. int targetRestrained = GetRestrained(b.WuXingType, a.WuXingType);
  318. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  319. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  320. int c = myRestrained - targetRestrained;
  321. long myHp = (long)(a.hp);
  322. long targetHp = (long)(b.hp);
  323. float p2 = 100;
  324. if (c < 0) //a被压制
  325. {
  326. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_b - lg_a));
  327. targetHp = GetVlaueRatioForLong(targetHp, p2);
  328. }
  329. else if (c > 0)
  330. {
  331. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_a - lg_b));
  332. myHp = GetVlaueRatioForLong(myHp, p2);
  333. }
  334. if (myHp > targetHp)
  335. {
  336. myHp -= targetHp;
  337. a.hp = myHp;
  338. }
  339. else if (myHp < targetHp)
  340. {
  341. targetHp -= myHp;
  342. b.hp = targetHp;
  343. }
  344. else if (myHp == targetHp)
  345. {
  346. a.hp = 0;
  347. b.hp = 0;
  348. }
  349. GongFaPengZhuangFinishEventData gongFaPengZhu = GongFaPengZhuangFinishEventData.Create();
  350. gongFaPengZhu.a = a;
  351. gongFaPengZhu.b = b;
  352. CombatEventManager.Instance.Dispatch(CombatEventType.GongFaPengZhuangFinish, gongFaPengZhu);
  353. }
  354. /// <summary>
  355. /// 是否相生
  356. /// </summary>
  357. /// <returns></returns>
  358. public bool IsSymbiosis(WuXingType a, WuXingType b)
  359. {
  360. int index = GeWuXingTypeIndex(a);
  361. if (index < 0)
  362. {
  363. return false;
  364. }
  365. return (b & Symbiosis[index]) != 0;
  366. }
  367. /// <summary>
  368. /// 是否相克制
  369. /// </summary>
  370. /// <returns></returns>
  371. public bool IsRestrain(WuXingType a, WuXingType b)
  372. {
  373. int index = GeWuXingTypeIndex(a);
  374. if (index < 0)
  375. {
  376. return false;
  377. }
  378. return (b & Restrain[index]) != 0;
  379. }
  380. public Color GetColor(WuXingType wuXingType)
  381. {
  382. switch ((int)wuXingType)
  383. {
  384. case 1:
  385. return new Color(1f, 0.98f, 0.09f);
  386. break;
  387. case 2:
  388. return new Color(0.19f, 0.51f, 1f);
  389. break;
  390. case 4:
  391. return new Color(0.17f, 1f, 0.35f);
  392. break;
  393. case 8:
  394. return new Color(1f, 0.19f, 0.04f);
  395. break;
  396. case 16:
  397. return new Color(1f, 0.65f, 0.17f);
  398. break;
  399. }
  400. return Color.white;
  401. }
  402. public Color GetColor(int wuXingType)
  403. {
  404. switch ((int)wuXingType)
  405. {
  406. case 1:
  407. return new Color(1f, 0.98f, 0.09f);
  408. break;
  409. case 2:
  410. return new Color(0.19f, 0.51f, 1f);
  411. break;
  412. case 3:
  413. return new Color(0.17f, 1f, 0.35f);
  414. break;
  415. case 4:
  416. return new Color(1f, 0.19f, 0.04f);
  417. break;
  418. case 5:
  419. return new Color(1f, 0.65f, 0.17f);
  420. break;
  421. }
  422. return Color.white;
  423. }
  424. }
  425. }