using CommonAI.Data;
using CommonAI.Zone;
using CommonAI.Zone.Formula;
using CommonAI.ZoneServer.JSGModule;
using CommonLang;
using NPOI.SS.Formula;
using System;
using System.Collections.Generic;
using XmdsCommon.Message;
using XmdsCommon.Plugin;
using XmdsCommonServer.Plugin.Scene;
using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
using XmdsCommonServer.XLS;
using XmdsCommonServer.XLS.Data;
namespace XmdsCommonServer.Plugin
{
///
/// FileName: XmdsVirtual.cs
/// Author: Alex.Yu
/// Corporation:...
/// Description: 用于伤害数值计算.
/// DateTime: 2015/5/13 14:17:23
///
partial class XmdsVirtual
{
///
/// 攻击结果.
///
public enum UnitHitEventState
{
Normal = 0, //普通攻击.
Crit = 1, //暴击.
Dodge = 2, //闪避.
Parry = 3, //招架.
Absorb = 4, //吸收.
Immunity = 5, //免疫.
IronMaiden = 6, //反伤.
MP = 7, //法力.
KillMonsterCrit = 8, //斩妖系统暴击
}
///
/// 攻击结果:暴击、闪避、普通伤害.
///
public enum AttackRlt : int
{
NoControl = -1,
NormalAttack,
CritAttack,
ParryAttack,
}
//单位vs单位计算hit计算.
private int On_hit_unit_vs_unit(XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source, ref AtkResult result)
{
source.OutClientState = (int)UnitHitEventState.Normal;
//是否为技能.
bool isSkill = source.FromBuffState == null ? true : false;
int damage = 0;
//result.rlt = AttackRlt.NormalAttack;
if (isSkill == false)
{
BuffTemplate template = source.FromBuffState.Data;
//XmdsBuffProperties prop = template.Properties as XmdsBuffProperties;
List list = source.FromBuffState.Tag as List;
if (list != null)
{
for (int i = 0; i < list.Count; i++)
{
UnitBuff ub = list[i] as UnitBuff;
damage += ub.BuffHit(hitter, attacker, source, ref result);
}
}
//分发事件单位收到伤害.
damage = (int)hitter.DispatchHitDamageEvent(damage, attacker, source,ref result, template.IsHarmful ? DamageType.Damage : DamageType.Heal);
}
else
{
//1.计算攻击结果.2计算攻击伤害.
damage = CalDamage(attacker, hitter, source, ref result);
}
damage += source.Attack.Attack;
//设置结果.
switch (source.OutClientState)
{
case (int)UnitHitEventState.Dodge:
//source.OutClientState = (int)UnitHitEventState.Dodge;
XmdsAttackProperties prop = (source.Attack.Properties as XmdsAttackProperties);
FormatLog("{0}对目标{1}使用技能【{2}】被目标【闪避】", attacker.mInfo.Name, hitter.mInfo.Name, prop.SkillTemplateID);
damage = 0;
break;
case (int)UnitHitEventState.Crit:
//source.OutClientState = (int)UnitHitEventState.Crit;
FormatLog("【{0}】攻击【{1}】结果 =【{2}】,伤害 =【{3}】", attacker.mInfo.Name, hitter.mInfo.Name, "暴击", damage);
break;
case (int)UnitHitEventState.Normal:
//source.OutClientState = (int)UnitHitEventState.Normal;
FormatLog("【{0}】攻击【{1}】结果 =【{2}】,伤害 =【{3}】", attacker.mInfo.Name, hitter.mInfo.Name, "普攻", damage);
break;
case (int)UnitHitEventState.Immunity:
//source.OutClientState = (int)UnitHitEventState.Normal;
FormatLog("【{0}】攻击【{1}】结果 =【{2}】,伤害 =【{3}】", attacker.mInfo.Name, hitter.mInfo.Name, "免疫", damage);
break;
case (int)UnitHitEventState.Absorb:
//source.OutClientState = (int)UnitHitEventState.Normal;
FormatLog("【{0}】攻击【{1}】结果 =【{2}】,伤害 =【{3}】", attacker.mInfo.Name, hitter.mInfo.Name, "吸收", damage);
break;
case (int)UnitHitEventState.IronMaiden:
//source.OutClientState = (int)UnitHitEventState.Normal;
FormatLog("【{0}】攻击【{1}】结果 =【{2}】,伤害 =【{3}】", attacker.mInfo.Name, hitter.mInfo.Name, "反伤", damage);
break;
default:
break;
}
if (damage == 0)
{
//闪避时不产生受击.
//source.OutIsDamage = false;
}
else
{
hitter.mUnit.mLastDamageTime = CommonLang.CUtils.localTimeMS;
attacker.mUnit.mLastHitOtherTime = CommonLang.CUtils.localTimeMS;
}
return damage;
}
///
/// 纷发单位打到其他单位,其他单位被攻击,(XmdsSkillBase调用).
///
///
///
///
///
public void DispatchHitEvents(ref int damage, XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source,
ref XmdsVirtual.AtkResult result, DamageType damageType)
{
//分发事件单位打到别人.
damage = (int)attacker.DispatchHitOtherEvent(damage, hitter, source, ref result, damageType);
//分发事件单位收到伤害.
damage = (int)hitter.DispatchHitDamageEvent(damage, attacker, source, ref result, damageType);
//分发卡牌时间
// attacker.mCardModule.OnHitOther(hitter, source, damage, damageType);
// hitter.mCardModule.OnHitDamage(attacker, source, damage, damageType);
}
private int CalDamage(XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source, ref AtkResult result)
{
int ret = 0;
//攻击者调用计算伤害.
attacker.DispatchSkillDamageEvent(attacker, hitter, source);
ret = attacker.DispatchCalDamageEvent(hitter, source, ref result);
return ret;
}
///
/// 伤害计算扩展类.
///
public struct AtkResult
{
/////
///// 攻击结果.
/////
//public AttackRlt rlt;
public int ThreatValue { get; set; }
///
/// 更改百分比.
///
public int ThreatValueChangePer { get; set; }
///
/// 更改绝对值.
///
public int ThreatValueChangeModify { get; set; }
//破定值
public int breakShieldValue;
}
protected void dynamicCalcBy(XmdsUnitProp ret, float hp, float atk, float def, float crit, float CritDamage, float ignoreDef)
{
ret.BaseMaxHP = (int)(ret.BaseMaxHP * hp);
ret.BaseAttack = (int)(ret.BaseAttack * atk);
ret.BaseDefence = (int)(ret.BaseDefence * def);
ret.CritRate = (int)(ret.CritRate * crit);
ret.CritDamage = (int)(ret.CritDamage * CritDamage);
ret.IgnoreDefensePer = (int)(ret.IgnoreDefensePer * ignoreDef);
}
protected void restoreMa2Ret(XmdsUnitProp ret, MonsterData ma)
{
if (ma.MaxHP != -1)
{
ret.BaseMaxHP = ma.MaxHP;
}
if (ma.MaxAttack != -1)
{
ret.BaseAttack = ma.MaxAttack;
}
if (ma.MaxDefence != -1)
{
ret.BaseDefence = ma.MaxDefence;
}
if (ma.CritRate != -1)
{
ret.CritRate = ma.CritRate;
}
if (ma.CritDamage != -1)
{
ret.CritDamage = ma.CritDamage;
}
if (ma.IgnoreDefencePer != -1)
{
ret.IgnoreDefensePer = ma.IgnoreDefencePer;
}
}
protected void initProp(MonsterProp prop, MonsterData ma, XmdsUnitProp ret)
{
ret.BaseMaxHP = prop.MaxHP;
ret.HP = prop.MaxHP;
ret.BaseAttack = prop.Attack;
ret.BaseDefence = prop.Def;
ret.CritRate = prop.CritRate;
ret.CritDamage = prop.CritDamage;
ret.IgnoreDefensePer = prop.IgnoreDefensePer;
this.mProp.ServerData.BaseInfo.UnitLv = prop.Mon_Level;
this.mUnit.Level = prop.Mon_Level;
}
protected void initProp2(MonsterData ma, OrigData oData, UserDefineConfig udc, XmdsUnitProp ret)
{
UserDefineConfig config = XmdsDataMgr.GetInstance().mMonsterDynamicLoader.GetUserDefineConfig(ma.Type);
float atkTemp = oData.Atk * config.Atk_Ratio;
float defTemp = oData.Def * config.Def_Ratio;
float hpTemp = oData.Hp * config.HP_Ratio;
float critTemp = oData.CritRate * config.Crit_Ratio;
float critDamageTemp = oData.CritDamage * config.CritDamage_Ratio;
float ignoreDefTemp = oData.IgnoreDefensePer * config.IgnoreDef_Ratio;
//防御值 * (1 — 穿透值)
float drdaTemp1 = defTemp * (1 - ignoreDefTemp / XmdsDamageCalculator.PERER);
//暴击值 * 爆伤值 + 1 - 暴击值
float drdaTemp2 = (critTemp / XmdsDamageCalculator.PERER * critDamageTemp / XmdsDamageCalculator.PERER + 1
- critTemp / XmdsDamageCalculator.PERER);
//XmdsDamageCalculator.GetDefByLevel是获得该等级的防御基础值。人物的那个映射表
// 43428, 43428, 45437, 47936, 50852, 54111, 57633, 61315, 65018, 68550, 71651, 73963, 75000
float drda = 1 - (drdaTemp1 / (drdaTemp1 + XmdsDamageCalculator.GetDefByLevel(ma.Level)));
ret.BaseMaxHP = (int)(ma.Fight_Count * ma.AliveTime * atkTemp * drda * drdaTemp2);
float hpParma = ma.KillPlayerTime;// * drda * drdaTemp2;
ret.BaseAttack = (int)(hpParma == 0 ? hpTemp : (hpTemp / hpParma));
ret.BaseDefence = (int)defTemp;
ret.CritRate = (int)(critTemp);
ret.CritDamage = (int)(critDamageTemp);
ret.IgnoreDefensePer = (int)(ignoreDefTemp);
}
}
}