CombatCalculateTool.cs 19 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, HarmReturnInfo harmReturnInfo = null)
  82. {
  83. if (harmReturnInfo == null)
  84. {
  85. harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  86. }
  87. harmReturnInfo.yuanShiAtt = att;
  88. harmReturnInfo.source = source;
  89. harmReturnInfo.target = target;
  90. harmReturnInfo.att = att;
  91. harmReturnInfo.attType = attType;
  92. harmReturnInfo.WuXingType = WuXingType;
  93. harmReturnInfo.harmType = harmType;
  94. harmReturnInfo.triggerData = triggerData;
  95. if (target.combatHeroEntity.isDie)
  96. {
  97. return harmReturnInfo;
  98. }
  99. if (CombatController.currActiveCombat.IsGameOver)
  100. {
  101. return harmReturnInfo;
  102. }
  103. float qiangDu = 100;
  104. SkillFeaturesData skillFeaturesData = skillFeatures as SkillFeaturesData;
  105. if (skillFeaturesData != null && skillFeaturesData.maxHp > 0)
  106. {
  107. qiangDu = (skillFeaturesData.hp * 100) / skillFeaturesData.maxHp;
  108. }
  109. harmReturnInfo.QiangDu = qiangDu;
  110. att = GetVlaueRatioForLong(att, qiangDu);
  111. float wuxing = source.CurrCombatHeroInfo.GetWuXingShuXing(WuXingType);
  112. // int index = GeWuXingTypeIndex(WuXingType);
  113. // WuXingType kzWuXing = Restrain[index];
  114. // float direnWuXing = target.combatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(kzWuXing);
  115. att = GetVlaueRatioForLong(att, wuxing);
  116. long targetDef = target.combatHeroEntity.CurrCombatHeroInfo.defense.Value;
  117. targetDef -= GetVlaueRatioForLong(targetDef, harmReturnInfo.ArmorPiercing);
  118. float def =
  119. (targetDef * 100.0f / source.CurrCombatHeroInfo.k);
  120. int p1_id = (int)def;
  121. p1_id = Math.Min(100, Math.Max(1, p1_id));
  122. MitigationParaConfig mitigationParaConfig = ConfigComponent.Instance.Get<MitigationParaConfig>(p1_id);
  123. float p1 = (def * mitigationParaConfig.mitigationPara) / 100f;
  124. att = GetVlaueRatioForLong(att, 100 - p1);
  125. harmReturnInfo.att = att;
  126. StartInjuredEventData startInjuredEventData = StartInjuredEventData.Create();
  127. startInjuredEventData.HarmReturnInfo = harmReturnInfo;
  128. CombatEventManager.Instance.Dispatch(CombatEventType.StartInjured, startInjuredEventData);
  129. att = harmReturnInfo.att;
  130. if (harmReturnInfo.isInvalid)
  131. {
  132. return harmReturnInfo;
  133. }
  134. switch (WuXingType)
  135. {
  136. case WuXingType.Gold:
  137. att += GetVlaueRatioForLong(att,
  138. source.CurrCombatHeroInfo.Metal_HarmAdd);
  139. break;
  140. case WuXingType.Water:
  141. att += GetVlaueRatioForLong(att,
  142. source.CurrCombatHeroInfo.Water_HarmAdd);
  143. break;
  144. case WuXingType.Fire:
  145. att += GetVlaueRatioForLong(att,
  146. source.CurrCombatHeroInfo.Fire_HarmAdd);
  147. break;
  148. case WuXingType.Earth:
  149. att += GetVlaueRatioForLong(att,
  150. source.CurrCombatHeroInfo.Earth_HarmAdd);
  151. break;
  152. case WuXingType.Wood:
  153. att += GetVlaueRatioForLong(att,
  154. source.CurrCombatHeroInfo.Wood_HarmAdd);
  155. break;
  156. }
  157. if (!harmReturnInfo.attType.HasFlag(AttType.Buff))
  158. {
  159. att += GetVlaueRatioForLong(att,
  160. source.CurrCombatHeroInfo.finallyHarmAdd -
  161. target.combatHeroEntity.CurrCombatHeroInfo.finallyHarmReduce);
  162. }
  163. else
  164. {
  165. att += GetVlaueRatioForLong(att,
  166. source.CurrCombatHeroInfo.abnormalHarmAdd);
  167. }
  168. harmReturnInfo.att = att;
  169. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  170. return harmReturnInfo;
  171. }
  172. public HarmReturnInfo TrueHarm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  173. AttType attType, TriggerData triggerData,
  174. HarmType harmType = HarmType.Default)
  175. {
  176. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  177. harmReturnInfo.source = source;
  178. harmReturnInfo.target = target;
  179. harmReturnInfo.att = att;
  180. harmReturnInfo.attType = attType;
  181. harmReturnInfo.harmType = harmType;
  182. harmReturnInfo.triggerData = triggerData;
  183. if (target.combatHeroEntity.isDie)
  184. {
  185. return harmReturnInfo;
  186. }
  187. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  188. return harmReturnInfo;
  189. }
  190. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  191. AttType attType, HarmType harmType, TriggerData triggerData)
  192. {
  193. harmType |= HarmType.Recover;
  194. HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
  195. harmReturnInfo.source = source;
  196. harmReturnInfo.target = target;
  197. harmReturnInfo.att = att;
  198. harmReturnInfo.attType = attType;
  199. harmReturnInfo.harmType = harmType;
  200. harmReturnInfo.triggerData = triggerData;
  201. if (target.combatHeroEntity.isDie)
  202. {
  203. return harmReturnInfo;
  204. }
  205. target.combatHeroEntity.This<CombatHeroEntity>().Recover(harmReturnInfo);
  206. return harmReturnInfo;
  207. }
  208. public void ShangSHi(WuXingType wuXingType, ShowBaiscEntity target, int vInjury)
  209. {
  210. switch (wuXingType)
  211. {
  212. case WuXingType.Gold:
  213. target.CurrCombatHeroInfo.Metal_Injury += vInjury;
  214. break;
  215. case WuXingType.Wood:
  216. target.CurrCombatHeroInfo.Wood_Injury += vInjury;
  217. break;
  218. case WuXingType.Water:
  219. target.CurrCombatHeroInfo.Water_Injury += vInjury;
  220. break;
  221. case WuXingType.Fire:
  222. target.CurrCombatHeroInfo.Fire_Injury += vInjury;
  223. break;
  224. case WuXingType.Earth:
  225. target.CurrCombatHeroInfo.Earth_Injury += vInjury;
  226. break;
  227. }
  228. }
  229. public ILifetCycleHitPoint[] GetMinHpHero(ILifetCycleHitPoint[] allLifetCycleHitPoints, int count)
  230. {
  231. if (allLifetCycleHitPoints == null)
  232. {
  233. return null;
  234. }
  235. BetterList<ILifetCycleHitPoint> findHero = new BetterList<ILifetCycleHitPoint>();
  236. findHero.AddRange(allLifetCycleHitPoints);
  237. int currCount = Math.Min(allLifetCycleHitPoints.Length, count);
  238. ILifetCycleHitPoint[] minHpHero = new ILifetCycleHitPoint[currCount];
  239. for (int k = 0; k < currCount; k++)
  240. {
  241. CombatHeroEntity lifetCycleHitPoint = null;
  242. int index = 0;
  243. if (findHero.Count <= 0)
  244. {
  245. return minHpHero;
  246. }
  247. lifetCycleHitPoint = findHero[0].IfLifeCycle.This<CombatHeroEntity>();
  248. for (int j = 0; j < findHero.Count; j++)
  249. {
  250. CombatHeroEntity lifetCycleHitPoint2 =
  251. findHero[j].IfLifeCycle.This<CombatHeroEntity>();
  252. if (lifetCycleHitPoint2.HpBl < lifetCycleHitPoint.HpBl)
  253. {
  254. lifetCycleHitPoint = lifetCycleHitPoint2;
  255. index = j;
  256. }
  257. }
  258. ILifetCycleHitPoint currFindHitPoint = lifetCycleHitPoint.GetMainHotPoin<ILifetCycleHitPoint>(true);
  259. minHpHero[k] = currFindHitPoint;
  260. findHero.RemoveAt(index);
  261. }
  262. return minHpHero;
  263. }
  264. private int GeWuXingTypeIndex(WuXingType e)
  265. {
  266. switch (e)
  267. {
  268. case WuXingType.Gold: return 0;
  269. case WuXingType.Wood: return 1;
  270. case WuXingType.Water: return 2;
  271. case WuXingType.Fire: return 3;
  272. case WuXingType.Earth: return 4;
  273. default: return 5; // 无效元素
  274. }
  275. }
  276. public int GetRestrained(WuXingType WuXingType, WuXingType targetWuXingType)
  277. {
  278. int c = 0;
  279. if (WuXingType.HasFlag(WuXingType.Gold))
  280. {
  281. if (targetWuXingType.HasFlag(WuXingType.Wood))
  282. {
  283. c++;
  284. }
  285. }
  286. if (WuXingType.HasFlag(WuXingType.Wood))
  287. {
  288. if (targetWuXingType.HasFlag(WuXingType.Earth))
  289. {
  290. c++;
  291. }
  292. }
  293. if (WuXingType.HasFlag(WuXingType.Water))
  294. {
  295. if (targetWuXingType.HasFlag(WuXingType.Fire))
  296. {
  297. c++;
  298. }
  299. }
  300. if (WuXingType.HasFlag(WuXingType.Fire))
  301. {
  302. if (targetWuXingType.HasFlag(WuXingType.Gold))
  303. {
  304. c++;
  305. }
  306. }
  307. if (WuXingType.HasFlag(WuXingType.Earth))
  308. {
  309. if (targetWuXingType.HasFlag(WuXingType.Wood))
  310. {
  311. c++;
  312. }
  313. }
  314. return c;
  315. }
  316. public void FaBaoPengZhuang(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  317. {
  318. CombatHeroEntity heroEntityA = a.RootMagicWeaponControl.combatHeroEntity;
  319. CombatHeroEntity heroEntityB = b.RootMagicWeaponControl.combatHeroEntity;
  320. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  321. int targetRestrained = GetRestrained(b.WuXingType, a.WuXingType);
  322. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  323. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  324. int c = myRestrained - targetRestrained;
  325. long myHp = (long)(a.HpBl);
  326. long targetHp = (long)(b.HpBl);
  327. float p2 = 100;
  328. if (c < 0) //a被压制
  329. {
  330. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_b - lg_a));
  331. targetHp = (long)(targetHp * p2);
  332. }
  333. else if (c > 0)
  334. {
  335. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_a - lg_b));
  336. myHp = (long)(myHp * p2);
  337. }
  338. if (myHp > targetHp)
  339. {
  340. myHp -= targetHp;
  341. a.HpBl = myHp;
  342. }
  343. else if (myHp < targetHp)
  344. {
  345. targetHp -= myHp;
  346. b.HpBl = targetHp;
  347. }
  348. else if (myHp == targetHp)
  349. {
  350. a.HpBl = 0;
  351. b.HpBl = 0;
  352. }
  353. }
  354. public void GongFaPengZhuang(SkillFeaturesData a, SkillFeaturesData b, CombatHeroEntity heroEntityA,
  355. CombatHeroEntity heroEntityB)
  356. {
  357. a.InitPengZhuang();
  358. b.InitPengZhuang();
  359. GongFaPengZhuangFinishEventData gongFaPengZhuStart = GongFaPengZhuangFinishEventData.Create();
  360. gongFaPengZhuStart.a = a;
  361. gongFaPengZhuStart.b = b;
  362. CombatEventManager.Instance.Dispatch(CombatEventType.GongFaPengZhuangStart, gongFaPengZhuStart);
  363. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  364. int targetRestrained = GetRestrained(b.WuXingType, a.WuXingType);
  365. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  366. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  367. int c = myRestrained - targetRestrained;
  368. long myHp = (long)(a.hp);
  369. long targetHp = (long)(b.hp);
  370. a.pengZhuangHp = myHp;
  371. b.pengZhuangHp = targetHp;
  372. float p2 = 100;
  373. if (c < 0) //a被压制
  374. {
  375. p2 = Mathf.Max(100, Mathf.Min(200, 130 + lg_b - lg_a));
  376. targetHp = GetVlaueRatioForLong(targetHp, p2);
  377. }
  378. else if (c > 0)
  379. {
  380. p2 = Mathf.Max(100, Mathf.Min(200, 130 + lg_a - lg_b));
  381. myHp = GetVlaueRatioForLong(myHp, p2);
  382. }
  383. if (a.SkillFeaturesPengZhuangInfo.neutralizeQiangDu > 0)
  384. {
  385. targetHp -= GetVlaueRatioForLong(targetHp, a.SkillFeaturesPengZhuangInfo.neutralizeQiangDu);
  386. }
  387. if (b.SkillFeaturesPengZhuangInfo.neutralizeQiangDu > 0)
  388. {
  389. myHp -= GetVlaueRatioForLong(myHp, b.SkillFeaturesPengZhuangInfo.neutralizeQiangDu);
  390. }
  391. if (targetHp < 0)
  392. {
  393. targetHp = 0;
  394. }
  395. if (myHp < 0)
  396. {
  397. myHp = 0;
  398. }
  399. if (myHp > targetHp)
  400. {
  401. myHp -= targetHp;
  402. a.hp = myHp;
  403. b.hp = 0;
  404. }
  405. else if (myHp < targetHp)
  406. {
  407. targetHp -= myHp;
  408. b.hp = targetHp;
  409. a.hp = 0;
  410. }
  411. else if (myHp == targetHp)
  412. {
  413. a.hp = 0;
  414. b.hp = 0;
  415. }
  416. GongFaPengZhuangFinishEventData gongFaPengZhu = GongFaPengZhuangFinishEventData.Create();
  417. gongFaPengZhu.a = a;
  418. gongFaPengZhu.b = b;
  419. CombatEventManager.Instance.Dispatch(CombatEventType.GongFaPengZhuangFinish, gongFaPengZhu, false);
  420. CombatEventManager.Instance.Dispatch(CombatEventType.GongFaPengZhuangFinish2, gongFaPengZhu);
  421. a.DisposePengZhuang();
  422. b.DisposePengZhuang();
  423. }
  424. /// <summary>
  425. /// 是否相生
  426. /// </summary>
  427. /// <returns></returns>
  428. public bool IsSymbiosis(WuXingType a, WuXingType b)
  429. {
  430. int index = GeWuXingTypeIndex(a);
  431. if (index < 0)
  432. {
  433. return false;
  434. }
  435. return (b & Symbiosis[index]) != 0;
  436. }
  437. /// <summary>
  438. /// 是否相克制
  439. /// </summary>
  440. /// <returns></returns>
  441. public bool IsRestrain(WuXingType a, WuXingType b)
  442. {
  443. int index = GeWuXingTypeIndex(a);
  444. if (index < 0)
  445. {
  446. return false;
  447. }
  448. return (b & Restrain[index]) != 0;
  449. }
  450. public Color GetColor(WuXingType wuXingType)
  451. {
  452. switch ((int)wuXingType)
  453. {
  454. case 1:
  455. return new Color(1f, 0.98f, 0.09f);
  456. break;
  457. case 2:
  458. return new Color(0.19f, 0.51f, 1f);
  459. break;
  460. case 4:
  461. return new Color(0.17f, 1f, 0.35f);
  462. break;
  463. case 8:
  464. return new Color(1f, 0.19f, 0.04f);
  465. break;
  466. case 16:
  467. return new Color(1f, 0.65f, 0.17f);
  468. break;
  469. }
  470. return Color.white;
  471. }
  472. public Color GetColor(int wuXingType)
  473. {
  474. switch ((int)wuXingType)
  475. {
  476. case 1:
  477. return new Color(1f, 0.98f, 0.09f);
  478. break;
  479. case 2:
  480. return new Color(0.19f, 0.51f, 1f);
  481. break;
  482. case 3:
  483. return new Color(0.17f, 1f, 0.35f);
  484. break;
  485. case 4:
  486. return new Color(1f, 0.19f, 0.04f);
  487. break;
  488. case 5:
  489. return new Color(1f, 0.65f, 0.17f);
  490. break;
  491. }
  492. return Color.white;
  493. }
  494. }
  495. }