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.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. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  116. return harmReturnInfo;
  117. }
  118. public HarmReturnInfo TrueHarm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  119. AttType attType, TriggerData triggerData,
  120. HarmType harmType = HarmType.Default)
  121. {
  122. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  123. harmReturnInfo.source = source;
  124. harmReturnInfo.target = target;
  125. harmReturnInfo.att = att;
  126. harmReturnInfo.attType = attType;
  127. harmReturnInfo.harmType = harmType;
  128. harmReturnInfo.triggerData = triggerData;
  129. if (target.combatHeroEntity.isDie)
  130. {
  131. return harmReturnInfo;
  132. }
  133. target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
  134. return harmReturnInfo;
  135. }
  136. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  137. AttType attType, HarmType harmType, TriggerData triggerData)
  138. {
  139. harmType |= HarmType.Recover;
  140. HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
  141. harmReturnInfo.source = source;
  142. harmReturnInfo.target = target;
  143. harmReturnInfo.att = att;
  144. harmReturnInfo.attType = attType;
  145. harmReturnInfo.harmType = harmType;
  146. harmReturnInfo.triggerData = triggerData;
  147. if (target.combatHeroEntity.isDie)
  148. {
  149. return harmReturnInfo;
  150. }
  151. target.combatHeroEntity.This<CombatHeroEntity>().Recover(harmReturnInfo);
  152. return harmReturnInfo;
  153. }
  154. public void ShangSHi(WuXingType wuXingType,ShowBaiscEntity target,int vInjury)
  155. {
  156. switch (wuXingType)
  157. {
  158. case WuXingType.Gold:
  159. target.CurrCombatHeroInfo.Metal_Injury += vInjury;
  160. break;
  161. case WuXingType.Wood:
  162. target.CurrCombatHeroInfo.Wood_Injury += vInjury;
  163. break;
  164. case WuXingType.Water:
  165. target.CurrCombatHeroInfo.Water_Injury += vInjury;
  166. break;
  167. case WuXingType.Fire:
  168. target.CurrCombatHeroInfo.Fire_Injury += vInjury;
  169. break;
  170. case WuXingType.Earth:
  171. target.CurrCombatHeroInfo.Earth_Injury += vInjury;
  172. break;
  173. }
  174. }
  175. public ILifetCycleHitPoint[] GetMinHpHero(ILifetCycleHitPoint[] allLifetCycleHitPoints, int count)
  176. {
  177. if (allLifetCycleHitPoints == null)
  178. {
  179. return null;
  180. }
  181. BetterList<ILifetCycleHitPoint> findHero = new BetterList<ILifetCycleHitPoint>();
  182. findHero.AddRange(allLifetCycleHitPoints);
  183. int currCount = Math.Min(allLifetCycleHitPoints.Length, count);
  184. ILifetCycleHitPoint[] minHpHero = new ILifetCycleHitPoint[currCount];
  185. for (int k = 0; k < currCount; k++)
  186. {
  187. CombatHeroEntity lifetCycleHitPoint = null;
  188. int index = 0;
  189. if (findHero.Count <= 0)
  190. {
  191. return minHpHero;
  192. }
  193. lifetCycleHitPoint = findHero[0].IfLifeCycle.This<CombatHeroEntity>();
  194. for (int j = 0; j < findHero.Count; j++)
  195. {
  196. CombatHeroEntity lifetCycleHitPoint2 =
  197. findHero[j].IfLifeCycle.This<CombatHeroEntity>();
  198. if (lifetCycleHitPoint2.HpBl < lifetCycleHitPoint.HpBl)
  199. {
  200. lifetCycleHitPoint = lifetCycleHitPoint2;
  201. index = j;
  202. }
  203. }
  204. ILifetCycleHitPoint currFindHitPoint = lifetCycleHitPoint.GetMainHotPoin<ILifetCycleHitPoint>(true);
  205. minHpHero[k] = currFindHitPoint;
  206. findHero.RemoveAt(index);
  207. }
  208. return minHpHero;
  209. }
  210. private int GeWuXingTypeIndex(WuXingType e)
  211. {
  212. switch (e)
  213. {
  214. case WuXingType.Gold: return 0;
  215. case WuXingType.Wood: return 1;
  216. case WuXingType.Water: return 2;
  217. case WuXingType.Fire: return 3;
  218. case WuXingType.Earth: return 4;
  219. default: return 5; // 无效元素
  220. }
  221. }
  222. public int GetRestrained(WuXingType WuXingType,WuXingType targetWuXingType)
  223. {
  224. int c = 0;
  225. if (WuXingType.HasFlag(WuXingType.Gold))
  226. {
  227. if (targetWuXingType.HasFlag(WuXingType.Wood))
  228. {
  229. c++;
  230. }
  231. }
  232. if (WuXingType.HasFlag(WuXingType.Wood))
  233. {
  234. if (targetWuXingType.HasFlag(WuXingType.Earth))
  235. {
  236. c++;
  237. }
  238. }
  239. if (WuXingType.HasFlag(WuXingType.Water))
  240. {
  241. if (targetWuXingType.HasFlag(WuXingType.Fire))
  242. {
  243. c++;
  244. }
  245. }
  246. if (WuXingType.HasFlag(WuXingType.Fire))
  247. {
  248. if (targetWuXingType.HasFlag(WuXingType.Gold))
  249. {
  250. c++;
  251. }
  252. }
  253. if (WuXingType.HasFlag(WuXingType.Earth))
  254. {
  255. if (targetWuXingType.HasFlag(WuXingType.Wood))
  256. {
  257. c++;
  258. }
  259. }
  260. return c;
  261. }
  262. public void FaBaoPengZhuang(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  263. {
  264. CombatHeroEntity heroEntityA= a.RootMagicWeaponControl.combatHeroEntity;
  265. CombatHeroEntity heroEntityB = b.RootMagicWeaponControl.combatHeroEntity;
  266. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  267. int targetRestrained = GetRestrained(b.WuXingType,a.WuXingType);
  268. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  269. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  270. int c = myRestrained - targetRestrained;
  271. long myHp = (long)(a.HpBl);
  272. long targetHp = (long)(b.HpBl);
  273. float p2 = 100;
  274. if (c < 0) //a被压制
  275. {
  276. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_b - lg_a));
  277. targetHp = (long)(targetHp * p2);
  278. }
  279. else if (c > 0)
  280. {
  281. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_a - lg_b));
  282. myHp = (long)(myHp * p2);
  283. }
  284. if (myHp > targetHp)
  285. {
  286. myHp -= targetHp;
  287. a.HpBl = myHp;
  288. }
  289. else if (myHp < targetHp)
  290. {
  291. targetHp -= myHp;
  292. b.HpBl = targetHp;
  293. }
  294. else if (myHp == targetHp)
  295. {
  296. a.HpBl = 0;
  297. b.HpBl = 0;
  298. }
  299. }
  300. public void GongFaPengZhuang(SkillFeaturesData a, SkillFeaturesData b, CombatHeroEntity heroEntityA,
  301. CombatHeroEntity heroEntityB)
  302. {
  303. int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
  304. int targetRestrained = GetRestrained(b.WuXingType,a.WuXingType);
  305. float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
  306. float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
  307. int c = myRestrained - targetRestrained;
  308. long myHp = (long)(a.hp);
  309. long targetHp = (long)(b.hp);
  310. float p2 = 100;
  311. if (c < 0) //a被压制
  312. {
  313. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_b - lg_a));
  314. targetHp = (long)(targetHp * p2);
  315. }
  316. else if (c > 0)
  317. {
  318. p2 = Mathf.Max(100, Mathf.Min(200, 30 + lg_a - lg_b));
  319. myHp = (long)(myHp * p2);
  320. }
  321. if (myHp > targetHp)
  322. {
  323. myHp -= targetHp;
  324. a.hp = myHp;
  325. }
  326. else if (myHp < targetHp)
  327. {
  328. targetHp -= myHp;
  329. b.hp = targetHp;
  330. }
  331. else if (myHp == targetHp)
  332. {
  333. a.hp = 0;
  334. b.hp = 0;
  335. }
  336. }
  337. /// <summary>
  338. /// 是否相生
  339. /// </summary>
  340. /// <returns></returns>
  341. public bool IsSymbiosis(WuXingType a, WuXingType b)
  342. {
  343. int index = GeWuXingTypeIndex(a);
  344. if (index < 0)
  345. {
  346. return false;
  347. }
  348. return (b & Symbiosis[index]) != 0;
  349. }
  350. /// <summary>
  351. /// 是否相生
  352. /// </summary>
  353. /// <returns></returns>
  354. public bool IsRestrain(WuXingType a, WuXingType b)
  355. {
  356. int index = GeWuXingTypeIndex(a);
  357. if (index < 0)
  358. {
  359. return false;
  360. }
  361. return (b & Restrain[index]) != 0;
  362. }
  363. }
  364. }