CombatCalculateTool.cs 14 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, HarmType harmType = HarmType.Null)
  68. {
  69. return Harm(source, target.GetMainHotPoin<CombatHeroHitPoint>(), att,
  70. attType, triggerData, WuXingType, harmType);
  71. }
  72. /// <summary>
  73. /// 造成伤害
  74. /// </summary>n
  75. /// <param name="source">攻击方</param>
  76. /// <param name="target">被攻击方</param>
  77. /// <param name="att">伤害值</param>
  78. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  79. AttType attType, TriggerData triggerData, WuXingType WuXingType,
  80. HarmType harmType = HarmType.Default)
  81. {
  82. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  83. harmReturnInfo.source = source;
  84. harmReturnInfo.target = target;
  85. harmReturnInfo.att = att;
  86. harmReturnInfo.attType = attType;
  87. harmReturnInfo.WuXingType = WuXingType;
  88. harmReturnInfo.harmType = harmType;
  89. harmReturnInfo.triggerData = triggerData;
  90. if (target.combatHeroEntity.isDie)
  91. {
  92. return harmReturnInfo;
  93. }
  94. if (CombatController.currActiveCombat.IsGameOver)
  95. {
  96. return harmReturnInfo;
  97. }
  98. float wuxing = source.CurrCombatHeroInfo.GetWuXingShuXing(WuXingType);
  99. // int index = GeWuXingTypeIndex(WuXingType);
  100. // WuXingType kzWuXing = Restrain[index];
  101. // float direnWuXing = target.combatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(kzWuXing);
  102. att += GetVlaueRatioForLong(att, wuxing);
  103. float def =
  104. (target.combatHeroEntity.CurrCombatHeroInfo.defense.Value * 100.0f / source.CurrCombatHeroInfo.k);
  105. int p1_id = (int)def;
  106. p1_id = Math.Min(100, Math.Max(1, p1_id));
  107. MitigationParaConfig mitigationParaConfig = ConfigComponent.Instance.Get<MitigationParaConfig>(p1_id);
  108. float p1 = (def * mitigationParaConfig.mitigationPara) / 100f;
  109. att = GetVlaueRatioForLong(att, 100 - p1);
  110. harmReturnInfo.att = att;
  111. StartInjuredEventData startInjuredEventData = StartInjuredEventData.Create();
  112. startInjuredEventData.HarmReturnInfo = harmReturnInfo;
  113. CombatEventManager.Instance.Dispatch(CombatEventType.StartInjured, startInjuredEventData);
  114. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  115. return harmReturnInfo;
  116. }
  117. public HarmReturnInfo TrueHarm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  118. AttType attType, TriggerData triggerData,
  119. HarmType harmType = HarmType.Default)
  120. {
  121. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  122. harmReturnInfo.source = source;
  123. harmReturnInfo.target = target;
  124. harmReturnInfo.att = att;
  125. harmReturnInfo.attType = attType;
  126. harmReturnInfo.harmType = harmType;
  127. harmReturnInfo.triggerData = triggerData;
  128. if (target.combatHeroEntity.isDie)
  129. {
  130. return harmReturnInfo;
  131. }
  132. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  133. return harmReturnInfo;
  134. }
  135. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  136. AttType attType, HarmType harmType, TriggerData triggerData)
  137. {
  138. harmType |= HarmType.Recover;
  139. HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
  140. harmReturnInfo.source = source;
  141. harmReturnInfo.target = target;
  142. harmReturnInfo.att = att;
  143. harmReturnInfo.attType = attType;
  144. harmReturnInfo.harmType = harmType;
  145. harmReturnInfo.triggerData = triggerData;
  146. if (target.combatHeroEntity.isDie)
  147. {
  148. return harmReturnInfo;
  149. }
  150. target.combatHeroEntity.This<CombatHeroEntity>().Recover(harmReturnInfo);
  151. return harmReturnInfo;
  152. }
  153. public void ShangSHi(WuXingType wuXingType,ShowBaiscEntity target,int vInjury)
  154. {
  155. switch (wuXingType)
  156. {
  157. case WuXingType.Gold:
  158. target.CurrCombatHeroInfo.Metal_Injury -= vInjury;
  159. break;
  160. case WuXingType.Wood:
  161. target.CurrCombatHeroInfo.Wood_Injury -= vInjury;
  162. break;
  163. case WuXingType.Water:
  164. target.CurrCombatHeroInfo.Water_Injury -= vInjury;
  165. break;
  166. case WuXingType.Fire:
  167. target.CurrCombatHeroInfo.Fire_Injury -= vInjury;
  168. break;
  169. case WuXingType.Earth:
  170. target.CurrCombatHeroInfo.Earth_Injury -= vInjury;
  171. break;
  172. }
  173. }
  174. public ILifetCycleHitPoint[] GetMinHpHero(ILifetCycleHitPoint[] allLifetCycleHitPoints, int count)
  175. {
  176. if (allLifetCycleHitPoints == null)
  177. {
  178. return null;
  179. }
  180. BetterList<ILifetCycleHitPoint> findHero = new BetterList<ILifetCycleHitPoint>();
  181. findHero.AddRange(allLifetCycleHitPoints);
  182. int currCount = Math.Min(allLifetCycleHitPoints.Length, count);
  183. ILifetCycleHitPoint[] minHpHero = new ILifetCycleHitPoint[currCount];
  184. for (int k = 0; k < currCount; k++)
  185. {
  186. CombatHeroEntity lifetCycleHitPoint = null;
  187. int index = 0;
  188. if (findHero.Count <= 0)
  189. {
  190. return minHpHero;
  191. }
  192. lifetCycleHitPoint = findHero[0].IfLifeCycle.This<CombatHeroEntity>();
  193. for (int j = 0; j < findHero.Count; j++)
  194. {
  195. CombatHeroEntity lifetCycleHitPoint2 =
  196. findHero[j].IfLifeCycle.This<CombatHeroEntity>();
  197. if (lifetCycleHitPoint2.HpBl < lifetCycleHitPoint.HpBl)
  198. {
  199. lifetCycleHitPoint = lifetCycleHitPoint2;
  200. index = j;
  201. }
  202. }
  203. ILifetCycleHitPoint currFindHitPoint = lifetCycleHitPoint.GetMainHotPoin<ILifetCycleHitPoint>(true);
  204. minHpHero[k] = currFindHitPoint;
  205. findHero.RemoveAt(index);
  206. }
  207. return minHpHero;
  208. }
  209. private int GeWuXingTypeIndex(WuXingType e)
  210. {
  211. switch (e)
  212. {
  213. case WuXingType.Gold: return 0;
  214. case WuXingType.Wood: return 1;
  215. case WuXingType.Water: return 2;
  216. case WuXingType.Fire: return 3;
  217. case WuXingType.Earth: return 4;
  218. default: return 5; // 无效元素
  219. }
  220. }
  221. public int GetRestrained(WuXingType WuXingType,WuXingType targetWuXingType)
  222. {
  223. int c = 0;
  224. if (WuXingType.HasFlag(WuXingType.Gold))
  225. {
  226. if (targetWuXingType.HasFlag(WuXingType.Wood))
  227. {
  228. c++;
  229. }
  230. }
  231. if (WuXingType.HasFlag(WuXingType.Wood))
  232. {
  233. if (targetWuXingType.HasFlag(WuXingType.Earth))
  234. {
  235. c++;
  236. }
  237. }
  238. if (WuXingType.HasFlag(WuXingType.Water))
  239. {
  240. if (targetWuXingType.HasFlag(WuXingType.Fire))
  241. {
  242. c++;
  243. }
  244. }
  245. if (WuXingType.HasFlag(WuXingType.Fire))
  246. {
  247. if (targetWuXingType.HasFlag(WuXingType.Gold))
  248. {
  249. c++;
  250. }
  251. }
  252. if (WuXingType.HasFlag(WuXingType.Earth))
  253. {
  254. if (targetWuXingType.HasFlag(WuXingType.Wood))
  255. {
  256. c++;
  257. }
  258. }
  259. return c;
  260. }
  261. public void FaBaoPengZhuang(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  262. {
  263. CombatHeroEntity heroEntityA= a.RootMagicWeaponControl.combatHeroEntity;
  264. CombatHeroEntity heroEntityB = b.RootMagicWeaponControl.combatHeroEntity;
  265. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  266. int targetRestrained = GetRestrained(b.WuXingType,a.WuXingType);
  267. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  268. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  269. int c = myRestrained - targetRestrained;
  270. long myHp = (long)(a.HpBl);
  271. long targetHp = (long)(b.HpBl);
  272. float p2 = 100;
  273. if (c < 0) //a被压制
  274. {
  275. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_b - lg_a));
  276. targetHp = (long)(targetHp * p2);
  277. }
  278. else if (c > 0)
  279. {
  280. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_a - lg_b));
  281. myHp = (long)(myHp * p2);
  282. }
  283. if (myHp > targetHp)
  284. {
  285. myHp -= targetHp;
  286. a.HpBl = myHp;
  287. }
  288. else if (myHp < targetHp)
  289. {
  290. targetHp -= myHp;
  291. b.HpBl = targetHp;
  292. }
  293. else if (myHp == targetHp)
  294. {
  295. a.HpBl = 0;
  296. b.HpBl = 0;
  297. }
  298. }
  299. public void GongFaPengZhuang(SkillFeaturesData a, SkillFeaturesData b, CombatHeroEntity heroEntityA,
  300. CombatHeroEntity heroEntityB)
  301. {
  302. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  303. int targetRestrained = GetRestrained(b.WuXingType,a.WuXingType);
  304. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  305. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  306. int c = myRestrained - targetRestrained;
  307. long myHp = (long)(a.hp);
  308. long targetHp = (long)(b.hp);
  309. float p2 = 100;
  310. if (c < 0) //a被压制
  311. {
  312. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_b - lg_a));
  313. targetHp = (long)(targetHp * p2);
  314. }
  315. else if (c > 0)
  316. {
  317. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_a - lg_b));
  318. myHp = (long)(myHp * p2);
  319. }
  320. if (myHp > targetHp)
  321. {
  322. myHp -= targetHp;
  323. a.hp = myHp;
  324. }
  325. else if (myHp < targetHp)
  326. {
  327. targetHp -= myHp;
  328. b.hp = targetHp;
  329. }
  330. else if (myHp == targetHp)
  331. {
  332. a.hp = 0;
  333. b.hp = 0;
  334. }
  335. }
  336. /// <summary>
  337. /// 是否相生
  338. /// </summary>
  339. /// <returns></returns>
  340. public bool IsSymbiosis(WuXingType a, WuXingType b)
  341. {
  342. int index = GeWuXingTypeIndex(a);
  343. if (index < 0)
  344. {
  345. return false;
  346. }
  347. return (b & Symbiosis[index]) != 0;
  348. }
  349. /// <summary>
  350. /// 是否相生
  351. /// </summary>
  352. /// <returns></returns>
  353. public bool IsRestrain(WuXingType a, WuXingType b)
  354. {
  355. int index = GeWuXingTypeIndex(a);
  356. if (index < 0)
  357. {
  358. return false;
  359. }
  360. return (b & Restrain[index]) != 0;
  361. }
  362. }
  363. }