IFormulas.cs 15 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Text;
  4. using CommonLang.Log;
  5. using System.Xml;
  6. using System.IO;
  7. using CommonAI.Zone.ZoneEditor;
  8. using CommonLang.Concurrent;
  9. using CommonLang;
  10. using CommonAI.Zone.UnitTriggers;
  11. using CommonAI.Zone.Instance;
  12. using CommonLang.XCSV;
  13. using static CommonAI.Zone.Instance.InstanceUnit;
  14. using CommonAI.Data;
  15. using CommonAI.Zone.Helper;
  16. namespace CommonAI.Zone.Formula
  17. {
  18. public class AttackSource
  19. {
  20. /// <summary>
  21. /// 攻击属性.
  22. /// </summary>
  23. public readonly AttackProp Attack;
  24. /// <summary>
  25. /// 技能模板.
  26. /// </summary>
  27. public readonly SkillTemplate FromSkill;
  28. /// <summary>
  29. /// 法术模板.
  30. /// </summary>
  31. public readonly SpellTemplate FromSpell;
  32. /// <summary>
  33. /// BUFF模板.
  34. /// </summary>
  35. public readonly BuffTemplate FromBuff;
  36. /// <summary>
  37. /// 技能实际状态.
  38. /// </summary>
  39. public readonly InstanceUnit.SkillState FromSkillState;
  40. /// <summary>
  41. /// BUFF实际状态.
  42. /// </summary>
  43. public readonly InstanceUnit.BuffState FromBuffState;
  44. /// <summary>
  45. /// 法术实际状态.
  46. /// </summary>
  47. public readonly InstanceSpell FromSpellUnit;
  48. /// <summary>
  49. /// 如果是技能产生的伤害,就是该技能的类型(就算是法术,也要追根到技能)
  50. /// </summary>
  51. public readonly XmdsSkillType FromSkillType = XmdsSkillType.none;
  52. /// <summary>
  53. /// 是否发送协议
  54. /// </summary>
  55. public bool OutSendEvent = true;
  56. /// <summary>
  57. /// 是否命中
  58. /// </summary>
  59. public bool OutHitted;
  60. /// <summary>
  61. /// 是否产生硬直.
  62. /// </summary>
  63. public bool OutIsDamage;
  64. /// <summary>
  65. /// 是否击溃.
  66. /// </summary>
  67. public bool OutIsCrush;
  68. /// <summary>
  69. /// 是否击飞.
  70. /// </summary>
  71. public bool OutHasFly;
  72. /// <summary>
  73. /// 是否击倒.
  74. /// </summary>
  75. public bool OutHasKnockDown;
  76. /// <summary>
  77. /// 击倒时间.
  78. /// </summary>
  79. public int OutKnockDownTimeMS;
  80. /// <summary>
  81. /// 打击特效.
  82. /// </summary>
  83. public LaunchEffect OutHitEffect;
  84. public float OutWeight;
  85. public StartMove OutHitMove;
  86. /// <summary>
  87. /// 扩展模块用于特殊计算.
  88. /// </summary>
  89. public object OutExtendsResult;
  90. /// <summary>
  91. /// 用于表示攻击特殊状态:招架、闪避、反伤, UnitHitEventState
  92. /// </summary>
  93. public byte OutClientState;
  94. public int OutClientStateExt;
  95. // 特殊逻辑
  96. public int ignoreDef;
  97. // 技能或者法术的一次ATTACK是否有击中,只有有一个击中也算
  98. private bool hasHitted;
  99. public bool HasHitted { get { return hasHitted; } set {
  100. if(value && !hasHitted)
  101. {
  102. callHitTarget();
  103. }
  104. hasHitted = value;
  105. }
  106. }
  107. public AttackSource(InstanceUnit.SkillState skill, AttackProp attack)
  108. {
  109. this.Attack = attack;
  110. this.FromSkill = skill.Data;
  111. this.FromSkillState = skill;
  112. this.FromSpell = null;
  113. this.FromSpellUnit = null;
  114. this.FromBuff = null;
  115. this.FromBuffState = null;
  116. this.FromSkillType = skill.GetSkillType();
  117. }
  118. public AttackSource(InstanceUnit.BuffState buff, AttackProp attack)
  119. {
  120. this.Attack = attack;
  121. this.FromSkill = null;
  122. this.FromSkillState = null;
  123. this.FromSpell = null;
  124. this.FromSpellUnit = null;
  125. this.FromBuff = buff.Data;
  126. this.FromBuffState = buff;
  127. }
  128. public AttackSource(InstanceSpell spell, AttackProp attack)
  129. {
  130. this.Attack = attack;
  131. this.FromSkill = null;
  132. this.FromSkillState = null;
  133. this.FromSpell = spell.Info;
  134. this.FromSpellUnit = spell;
  135. this.FromBuff = null;
  136. this.FromBuffState = null;
  137. this.FromSkillType = spell.FromSkillType;
  138. }
  139. public void Begin(InstanceUnit target)
  140. {
  141. this.OutIsCrush = CUtils.RandomPercent(target.RandomN, Attack.CrushPercent);
  142. this.OutHitEffect = Attack.Effect;
  143. this.OutWeight = (Attack.Weight - target.Weight);
  144. this.OutIsDamage = (OutWeight > 0) && (Attack.MaskDamage) && (!target.IsNoneBlock);
  145. this.OutHitted = true;
  146. if (OutIsDamage)
  147. {
  148. this.OutHasFly = Attack.MaskHitFly;
  149. this.OutHasKnockDown = Attack.MaskKnockDown;
  150. this.OutKnockDownTimeMS = Attack.KnockOutTimeMS;
  151. this.OutHitMove = Attack.HitMove;
  152. }
  153. else
  154. {
  155. this.OutHasFly = false;
  156. this.OutHasKnockDown = false;
  157. this.OutKnockDownTimeMS = 0;
  158. this.OutHitMove = null;
  159. }
  160. if (this.FromSpellUnit != null && this.FromSpellUnit.ChainInfo != null)
  161. {
  162. this.FromSpellUnit.ChainInfo.AddTarget(target);
  163. }
  164. }
  165. public ITemplateData Weapon
  166. {
  167. get
  168. {
  169. if (FromSkill != null) { return FromSkill; }
  170. if (FromSpell != null) { return FromSpell; }
  171. if (FromBuff != null) { return FromBuff; }
  172. return null;
  173. }
  174. }
  175. public AttackSource GenAttackSource(AttackProp attack)
  176. {
  177. if (FromSkillState != null)
  178. {
  179. return new AttackSource(this.FromSkillState, attack);
  180. }
  181. if (FromBuffState != null)
  182. {
  183. return new AttackSource(this.FromBuffState, attack);
  184. }
  185. if (FromSpellUnit != null)
  186. {
  187. return new AttackSource(this.FromSpellUnit, attack);
  188. }
  189. return null;
  190. }
  191. public SkillTemplate.CastTarget FromExpectTarget
  192. {
  193. get
  194. {
  195. if (FromSkill != null)
  196. {
  197. return FromSkill.ExpectTarget;
  198. }
  199. if (FromSpell != null)
  200. {
  201. return FromSpell.ExpectTarget;
  202. }
  203. return SkillTemplate.CastTarget.NA;
  204. }
  205. }
  206. public void callHitTarget()
  207. {
  208. InstanceUnit attacker = null;
  209. if (FromSkillState != null)
  210. {
  211. attacker = FromSkillState.Owner;
  212. }
  213. else if (FromSpellUnit !=null)
  214. {
  215. attacker = FromSpellUnit.Launcher;
  216. }
  217. if (attacker != null)
  218. attacker.onSkillHitTarget();
  219. }
  220. }
  221. public interface IVirtualUnit
  222. {
  223. void OnInit(InstanceUnit owner, bool pointLv);
  224. void OnDispose(InstanceUnit owner);
  225. bool ChangeSkill(int oldSkillID, int newSkillID, SkillLevelData data);
  226. //设置战斗属性
  227. void SyncBattlePropsFields(ulong mask);
  228. /////////////////////////////////////////////////////////////////////////////
  229. //玩家的一些接口暴露给comAI
  230. //是否是PVP, PVE状态
  231. BattleStatus GetBattleStatus();
  232. int GetInventorySize();
  233. bool IsInPVP();
  234. bool IsInPVE();
  235. //设置玩家战斗状态
  236. void SetCombatState(BattleStatus value, byte reason = 0);
  237. //是否是队友
  238. bool IsAllies(IVirtualUnit target, bool includeSelf = true, bool onlyForTeam = false);
  239. //Instance行为调用virtual
  240. void doEvent(JSGCustomOpType type);
  241. void TakeOffMount();
  242. void SendMsgToClient(string msg);
  243. void SendMsgToPlayer(ObjectEvent evt, bool force = false);
  244. //获取阵营id
  245. int GetForceID();
  246. //获取工会id
  247. string GetGuildID();
  248. //是否是工会成员
  249. bool IsGuildMember(string id);
  250. //获取pk等级
  251. PKLevel GetCurPKLevel();
  252. //是否是同服务器
  253. bool IsServerMember(int id);
  254. //获取服务器id
  255. int GetServerID();
  256. //获取基础技能id
  257. int GetBaseSkillID();
  258. /** 获取PK模式 */
  259. PKMode GetCurPKMode();
  260. /** 获得被治疗效果 */
  261. int GetHealedEffect();
  262. /** 获得治疗效果 */
  263. int GetHealEffect();
  264. /** 获得单位职业 */
  265. XmdsUnitPro GetUnitPro();
  266. //性别: 0-男,1-女
  267. int GetUnitSex();
  268. /** 获得宠物天赋加成 */
  269. int GetPetTalentAddition(UnitFateType type);
  270. /** 获得单位天赋 */
  271. UnitFateType GetUnitFateType();
  272. bool LaunchSkillCheckTalentInfo(InstanceUnit.SkillState skill);
  273. /** 分发技能被打断事件(暂时只有移动) */
  274. void DispatchSkillBlockEvent(InstanceUnit.StateSkill skill, InstanceUnit.State newState);
  275. /** 分发加血事件 */
  276. void DispatchAddOtherHPEvent(int hp, InstanceUnit sender, out int finalHP);
  277. /** 分发扣定力时间 */
  278. void DispatchAddMPEvent(int mp, InstanceUnit sender, out int finalMP, AttackSource source);
  279. /** 分发法术释放完毕 */
  280. void DispatchSendSpellOverEvent(LaunchSpell launch, SpellTemplate spt, float startX, float startY);
  281. /** 设置技能可用性 */
  282. void SetSkillActive(int skillTemplateID, bool active, bool pause_on_deactive = false);
  283. /////////////////////////////////////////////////////////////////////////////
  284. /////////////////////////////////////////////////////////////////////////////
  285. //怪物的一些接口暴露给comAI
  286. int GetMaType();
  287. bool IsBoss();
  288. uint GetMasterID();
  289. InstanceUnit GetMasterUnit();
  290. void StartRecoverMP(bool reset = false);
  291. bool IsCanReduceMP(bool force);
  292. //获取玩家宠物接口
  293. InstanceUnit GetPetUnit();
  294. }
  295. public interface IVirtualClientUnit
  296. {
  297. void OnInit(ZoneClient.ZoneUnit owner);
  298. void OnDispose(ZoneClient.ZoneUnit owner);
  299. }
  300. public abstract class IFormula
  301. {
  302. //--------------------------------------------------------------------------------------------
  303. #region SYSTEM
  304. /// <summary>
  305. /// 绑定日志系统
  306. /// </summary>
  307. /// <param name="log"></param>
  308. public virtual void BindLogger(Logger log)
  309. {
  310. }
  311. /// <summary>
  312. /// 游戏加载初始化
  313. /// </summary>
  314. /// <param name="data_root"></param>
  315. public virtual void InitPluginsData(EditorTemplates data_root)
  316. {
  317. }
  318. /// <summary>
  319. /// 编辑器保存时
  320. /// </summary>
  321. /// <param name="datas"></param>
  322. /// <param name="data_root"></param>
  323. /// <param name="savedfiles"></param>
  324. /// <param name="progress_percent"></param>
  325. public virtual void OnEditorSaving(EditorTemplatesData datas, DirectoryInfo data_root, List<FileInfo> savedfiles, AtomicFloat progress_percent)
  326. {
  327. }
  328. /// <summary>
  329. /// 列出所有需要转换的XLS文件
  330. /// </summary>
  331. /// <param name="data_root"></param>
  332. /// <param name="xls_files"></param>
  333. public virtual void ListXCSVFiles(DirectoryInfo data_root, List<FileInfo> xls_files)
  334. {
  335. }
  336. /// <summary>
  337. /// 编辑器xls目录保存时
  338. /// </summary>
  339. /// <param name="datas"></param>
  340. /// <param name="xls2csv"></param>
  341. /// <param name="savedfiles"></param>
  342. /// <param name="progress_percent"></param>
  343. public virtual void OnEditorPluginSaved(ZoneEditor.EditorTemplatesData datas, List<XCSVMeta> xls2csv, List<FileInfo> savedfiles, AtomicFloat progress_percent)
  344. {
  345. }
  346. #endregion
  347. //--------------------------------------------------------------------------------------------
  348. #region HIT_AND_DAMAGE
  349. public virtual int OnHit(InstanceUnit attacker, AttackSource attack, InstanceUnit targget) { return attack.Attack.Attack; }
  350. public virtual void OnUnitDead(InstanceUnit targget, InstanceUnit killer) { }
  351. public virtual void OnUnitRemoved(InstanceUnit unit) { }
  352. public virtual bool TryLaunchSkill(InstanceUnit attacker, InstanceUnit.SkillState skill, ref InstanceUnit.LaunchSkillParam param) { return true; }
  353. public virtual bool TriggerPetSkill(InstanceUnit attacker, InstanceUnit.SkillState skill, ref InstanceUnit.LaunchSkillParam param) { return true; }
  354. public virtual bool TryResetSkill(InstanceUnit owner) { return true; }
  355. public virtual bool TryLaunchSpell(InstanceUnit launcher, LaunchSpell launch, ref SpellTemplate spell, out JSGCreateSpellData createData, ref float startX, ref float startY)
  356. {
  357. createData = null;
  358. return true;
  359. }
  360. public virtual bool TryAddBuff(InstanceUnit owner, InstanceUnit sender, ref BuffTemplate buff, out object tag) { tag = null; return true; }
  361. public virtual bool TryLaunchTrigger(InstanceUnit owner, UnitTriggerTemplate trigger, UnitTriggers.BaseTriggerEvent evt, AttackSource source) { return true; }
  362. public virtual bool TrySummonUnit(InstanceUnit owner, SummonUnit summon, ref UnitInfo summonUnit, ref string name) { return true; }
  363. public virtual bool TryUseItem(InstanceUnit owner, ItemTemplate item, InstanceUnit item_creater) { return true; }
  364. public virtual void SendAddBuffEvent(InstanceUnit owner, InstanceUnit sender, BuffTemplate buff) {}
  365. #endregion
  366. //--------------------------------------------------------------------------------------------
  367. #region STATUS
  368. public virtual void OnTriggerStart(InstanceUnit unit, InstanceUnit.TriggerState trigger, InstanceUnit target) { }
  369. public virtual void OnUpdateTriggerSkill(InstanceUnit unit, int intervalMS, bool slowRefresh) { }
  370. public virtual void OnBuffBegin(InstanceUnit unit, InstanceUnit.BuffState buff, InstanceUnit sender) { }
  371. public virtual void OnBuffUpdate(InstanceUnit unit, InstanceUnit.BuffState buff, int time) { }
  372. public virtual void OnBuffEnd(InstanceUnit unit, InstanceUnit.BuffState buff, string result, bool replace) { }
  373. public virtual void OnGotInventoryItem(InstanceUnit unit, ItemTemplate item) { }
  374. public virtual void OnLostInventoryItem(InstanceUnit unit, ItemTemplate item) { }
  375. public virtual void OnUseItem(InstanceUnit unit, ItemTemplate item, InstanceUnit item_creater) { }
  376. #endregion
  377. //--------------------------------------------------------------------------------------------
  378. #region NET
  379. public virtual void OnZoneHandleNetMessage(InstanceZone zone, Action action) { }
  380. public virtual void OnUnitHandleNetMessage(InstanceUnit unit, ObjectAction action) { }
  381. #endregion
  382. //--------------------------------------------------------------------------------------------
  383. }
  384. }