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