XmdsVirtual.cs 75 KB

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  1. using CommonAI.Zone;
  2. using CommonAI.Zone.Helper;
  3. using CommonAI.Zone.Instance;
  4. using CommonAI.Zone.Formula;
  5. using CommonLang;
  6. using CommonLang.Log;
  7. using System.Collections.Generic;
  8. using XmdsCommon.Message;
  9. using XmdsCommon.Plugin;
  10. using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
  11. using CommonAI.Zone.ZoneEditor;
  12. using System.Diagnostics;
  13. using XmdsCommonServer.Plugin.Units;
  14. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  15. using XmdsCommonServer.XLS.Data;
  16. using System;
  17. using XmdsCommonServer.Plugin.Scene;
  18. using CommonLang.Vector;
  19. using CommonLang.Concurrent;
  20. using CommonAI.Data;
  21. using static CommonAI.Zone.Instance.InstanceUnit;
  22. using CommonAI.data;
  23. using XmdsCommonServer.Plugin.Base;
  24. using XmdsCommonSkill.Plugin.CardSkill;
  25. namespace XmdsCommonServer.Plugin
  26. {
  27. /// <summary>
  28. /// FileName: XmdsVirtualUnit.cs
  29. /// </summary>
  30. public partial class XmdsVirtual : XmdsCommon.Plugin.VirtualUnitBase
  31. {
  32. private static AtomicInteger s_alloc_object_count = new AtomicInteger(0);
  33. /// <summary>
  34. /// 分配实例数量
  35. /// </summary>
  36. public static int AllocCount { get { return s_alloc_object_count.Value; } }
  37. #region Log.
  38. public static Logger log = LoggerFactory.GetDefLogger();
  39. public static void FormatLog(string txt, params object[] args)
  40. {
  41. if (args != null) { log.Debug(string.Format(txt, args)); }
  42. else { log.Debug(txt); }
  43. }
  44. public static void FormatLog(uint level, string txt, params object[] args)
  45. {
  46. if (args != null)
  47. {
  48. switch (level)
  49. {
  50. case LoggerLevel.ERROR:
  51. log.Error(string.Format(txt, args));
  52. break;
  53. case LoggerLevel.WARNNING:
  54. log.Warn(string.Format(txt, args));
  55. break;
  56. default:
  57. log.Debug(string.Format(txt, args));
  58. break;
  59. }
  60. }
  61. else
  62. {
  63. switch (level)
  64. {
  65. case LoggerLevel.ERROR:
  66. log.Error(txt);
  67. break;
  68. case LoggerLevel.WARNNING:
  69. log.Warn(txt);
  70. break;
  71. default:
  72. log.Debug(txt);
  73. break;
  74. }
  75. }
  76. }
  77. #endregion
  78. #region 战斗状态恢复配置.
  79. //血量恢复时间和系数,目前战中和非战中恢复速度一致.
  80. //HP回复频率.
  81. public static readonly int Coefficient_HPRebornTime = 5000;
  82. //战斗中HP回复系数.
  83. public static readonly float Coefficient_CombatHPReborn = 1f;
  84. #endregion
  85. readonly public UnitInfo mInfo;
  86. readonly public InstanceUnit mUnit;
  87. readonly public XmdsUnitProperties mProp;
  88. readonly public XmdsHateSystem mHateSystem;
  89. //是否完成初始化技能.
  90. protected bool mFinishSkillInit = false;
  91. public XmdsUnitProp MirrorProp;
  92. //脱战计时器.
  93. private TimeExpire<int> mOutOfCombatTime = null;
  94. //血量回复计时器.
  95. private TimeInterval<int> mHPRebornTimer = null;
  96. //定力值回复计时器.
  97. private TimeInterval<int> mMPRebornTimer = null;
  98. //出生点坐标.
  99. protected float mBirthPosX;
  100. protected float mBirthPosY;
  101. //坐骑状态.
  102. private bool mIsMounted = false;
  103. //是否在战斗状态.
  104. private BattleStatus mInCombatState = BattleStatus.None;
  105. //游戏服场景配置.
  106. public XmdsServerSceneData ServerSceneData = null;
  107. //隐身时队友是否可见.
  108. protected bool mTeamMemberVisible = true;
  109. public virtual bool TeamMemberVisible { get { return mTeamMemberVisible; } set { mTeamMemberVisible = value; } }
  110. //是否无敌.
  111. public bool IsInvincible { get; set; }
  112. //虚无状态无视技能.
  113. public bool NothingnessIgnoreSkill { get; set; }
  114. //虚无状态无视Buff效果.
  115. public bool NothingnessIgnoreBuff { get; set; }
  116. //虚无状态无视所有效果.
  117. public bool NothingnessIgnoreAll { get; set; }
  118. //恢复MP状态,不可打断
  119. public int mRecoverMPLeftTimes;
  120. //PVP触发的玩家id
  121. public string mPvpTriggerPlayerId;
  122. //战斗状态变更通知.
  123. public delegate void OnCombatChangeEvent(BattleStatus status);
  124. public event OnCombatChangeEvent OnHandleCombatChangeEvent
  125. {
  126. add { event_OnHandleCombatChangeEvent += value; }
  127. remove { event_OnHandleCombatChangeEvent -= value; }
  128. }
  129. protected event OnCombatChangeEvent event_OnHandleCombatChangeEvent;
  130. #region 属性变更.
  131. //操作指令申请计数.
  132. private int mPropChangeOperationCount = 0;
  133. //操作指令合集.
  134. private HashMap<int, PropChangeOperation> mPropChangeMap = new HashMap<int, PropChangeOperation>();
  135. protected PlayerBattlePropChangeEventB2C mBattlePropChangeEvt = null;
  136. private int mVirtualInventorySize = 0;
  137. #endregion
  138. #region 战斗状态变更原因.
  139. public const byte COMBATSTATE_CHANGE_REASON_DORESET = 1;
  140. #endregion
  141. public XmdsVirtual(InstanceUnit unit)
  142. {
  143. s_alloc_object_count++;
  144. mUnit = unit;
  145. mInfo = unit.Info;
  146. mProp = unit.Info.Properties as XmdsUnitProperties;
  147. mHateSystem = new XmdsHateSystem(this);
  148. }
  149. ~XmdsVirtual() { s_alloc_object_count--; }
  150. public void OnInit(InstanceUnit unit, bool pointLv)
  151. {
  152. UnitInfo info = unit.Info;
  153. FormatLog("- 初始化单位 : {0} - {0} ", unit.ID, unit.Name);
  154. Stopwatch sw = Stopwatch.StartNew();
  155. try
  156. {
  157. //出生点坐标.
  158. mBirthPosX = mUnit.X;
  159. mBirthPosY = mUnit.Y;
  160. //背包格子数.
  161. mVirtualInventorySize = mProp.ServerData.Prop.CurInventorySize;
  162. //非玩家,速度配置0
  163. if (mInfo.UType != UnitInfo.UnitType.TYPE_PLAYER && mProp.ServerData.Prop.MoveSpeed == 0)
  164. {
  165. mProp.ServerData.Prop.MoveSpeed = mInfo.MoveSpeedSEC;
  166. }
  167. //当前场景类型.
  168. InitSceneInfo();
  169. //子类初始化.
  170. Init(pointLv);
  171. //基础信息初始化.
  172. InitBaseData(mProp.ServerData.Prop);
  173. //坐骑信息记录.
  174. CheckMountStatus(mProp.ServerData.AvatarList);
  175. if (this.mCardModule == null)
  176. {
  177. this.CreateCreateCardModule();
  178. }
  179. //初始化技能信息.
  180. InitSkillInfo(mProp.ServerData);
  181. //脱战计时器初始化.
  182. InitOutOfCombatTime();
  183. //初始化HP恢复计时器.
  184. InitRebornTimer();
  185. //(最后执行)同步给客户度信息.
  186. SyncClientData();
  187. //施放技能监听.
  188. mUnit.OnLaunchSkill += OnLaunchSkillHandler;
  189. //技能新增监听.
  190. mUnit.OnSkillAdded += OnSkillAddHandler;
  191. //技能移除监听.
  192. mUnit.OnSkillRemoved += OnSkillRemoveHandler;
  193. //技能变更监听.
  194. mUnit.OnStateChanged += OnStateChangedHandler;
  195. //物品时候时触发.
  196. mUnit.OnUseItem += MUnit_OnUseItem;
  197. mUnit.OnSkillHitTarget += OnSkillHitTargetHandler;
  198. }
  199. catch(Exception e)
  200. {
  201. log.Error("单位初始化异常:" + unit.Info.ID + ", " + e);
  202. }
  203. finally
  204. {
  205. sw.Stop();
  206. if (sw.ElapsedMilliseconds > 10)
  207. {
  208. FormatLog("XmdsVirtual create overload , stopwatch time {0} > 10ms", sw.ElapsedMilliseconds);
  209. }
  210. }
  211. }
  212. private void MUnit_OnUseItem(InstanceUnit obj, ItemTemplate item, InstanceUnit item_creater)
  213. {
  214. BattleFunction battleFuntion = BattleFunction.GetInstance();
  215. if (item != null && battleFuntion != null)
  216. {
  217. int id = (item.Properties as XmdsItemProperties).TriggerFunctionID;
  218. if (id != 0)
  219. {
  220. battleFuntion.TriggrBattleFunction(id, this, this);
  221. }
  222. }
  223. }
  224. public void OnDispose(InstanceUnit owner)
  225. {
  226. Dispose();
  227. }
  228. /// <summary>
  229. /// 供子类重铸.
  230. /// </summary>
  231. protected virtual void Init(bool pointLv) { }
  232. public bool IsFinishSkillInit()
  233. {
  234. return mFinishSkillInit;
  235. }
  236. #region 常用API.
  237. protected virtual void SyncClientData()
  238. {
  239. //推属性变更计算.
  240. UnitPropRefresh();
  241. //第一次将全部属性推给客户端.
  242. SyncBattlePropsFields(PlayerBattlePropChangeEventB2C.MASK_ALL);
  243. }
  244. public int GetUnitLv()
  245. {
  246. if (this.mProp.ServerData.BaseInfo.UnitLv == 0)
  247. {
  248. return 1;
  249. }
  250. return this.mProp.ServerData.BaseInfo.UnitLv;
  251. }
  252. public int GetStateLv()
  253. {
  254. return this.mProp.ServerData.BaseInfo.StateLv;
  255. }
  256. // 神器id
  257. public int GetArtifactIndex()
  258. {
  259. return ((XmdsUnitProp)mProp.ServerData.Prop).ArtifactIndex;
  260. }
  261. //获得神器克制id
  262. public bool IsArtifactRestrain(UnitFateType fateType)
  263. {
  264. return ((int)fateType-1) == (((XmdsUnitProp)mProp.ServerData.Prop).ArtifactIndex + 1) % 5;
  265. }
  266. //是否有神器
  267. public bool IsHasArtifact()
  268. {
  269. return ((XmdsUnitProp)mProp.ServerData.Prop).ArtifactIndex != (int)ArtifactType.None;
  270. }
  271. //神器背饰id
  272. public int GetArtifactDefenceIndex()
  273. {
  274. return ((XmdsUnitProp)mProp.ServerData.Prop).ArtifactDefenceIndex;
  275. }
  276. protected void InitBaseInfo(XmdsUnitBaseInfo baseInfo)
  277. {
  278. //同步等级信息.
  279. mProp.ServerData.BaseInfo = baseInfo;
  280. this.mUnit.Level = mProp.ServerData.BaseInfo.UnitLv;
  281. }
  282. public HateSystem GetHateSystem()
  283. {
  284. return mHateSystem;
  285. }
  286. /// <summary>
  287. /// 获得攻击目标.
  288. /// </summary>
  289. /// <returns></returns>
  290. public virtual InstanceUnit GetAtkTarget(InstanceUnit target)
  291. {
  292. var unit_prop = target.Virtual as XmdsVirtual;
  293. return DispatchGetAtkUnitEvent(unit_prop).mUnit;
  294. }
  295. /// <summary>
  296. /// 物品触发单位加血效果.
  297. /// </summary>
  298. /// <param name="hp"></param>
  299. public int AddHPByItem(int hp)
  300. {
  301. int v = hp;
  302. this.mUnit.ReduceHP(-v, null, false, null);
  303. return v;
  304. }
  305. /// <summary>
  306. /// 女武神能量变更.
  307. /// </summary>
  308. /// <param name="value"></param>
  309. public void AddEnergyByItem(int value)
  310. {
  311. }
  312. /// <summary>
  313. /// 通知单位接收跳字事件.
  314. /// </summary>
  315. /// <param name="objID"></param>
  316. /// <param name="value"></param>
  317. public void SendHPChangeMessage(uint objID, int value)
  318. {
  319. BattleHintNumberB2C evt = new BattleHintNumberB2C();
  320. evt.Value = -value;
  321. evt.State = (byte)UnitHitEventState.Normal;
  322. evt.TargetObjID = this.mUnit.ID;
  323. this.mUnit.queueEvent(evt);
  324. }
  325. /// <summary>
  326. /// 通知单位接收能量变更跳字事件.
  327. /// </summary>
  328. /// <param name="objID"></param>
  329. /// <param name="value"></param>
  330. public void SendMPChangeMessage(uint objID, int value)
  331. {
  332. BattleHintNumberB2C evt = new BattleHintNumberB2C();
  333. evt.Value = -value;
  334. evt.State = (byte)UnitHitEventState.MP;
  335. evt.TargetObjID = this.mUnit.ID;
  336. this.mUnit.queueEvent(evt);
  337. }
  338. public void SendBattleHintNumberB2C(int Value, UnitHitEventState type, uint targetId = 0)
  339. {
  340. BattleHintNumberB2C evt = new BattleHintNumberB2C();
  341. evt.Value = Value;
  342. evt.State = (byte)type;
  343. evt.TargetObjID = targetId == 0 ? this.mUnit.ID : targetId;
  344. this.mUnit.queueEvent(evt);
  345. }
  346. /// <summary>
  347. /// 加血.
  348. /// </summary>
  349. /// <param name="hp">血量</param>
  350. /// <param name="sender">加血者</param>
  351. /// <param name="sendMsg">是否发送协议</param>
  352. public void AddHP(int hp, InstanceUnit sender = null, bool sendMsg = true, DamageSource dmgSrc = DamageSource.Def)
  353. {
  354. this.mUnit.ReduceHP(-hp, sender, sendMsg, null, false, dmgSrc);
  355. }
  356. public void AddHP(int hp, InstanceUnit sender, DamageSource dmgSrc)
  357. {
  358. this.mUnit.ReduceHP(-hp, sender, true, null, false, dmgSrc);
  359. }
  360. /// <summary>
  361. /// 加能量.
  362. /// </summary>
  363. /// <param name="mp"></param>
  364. /// <param name="sendMsg">是否发送协议</param>
  365. public void AddMP(int mp, InstanceUnit sender, bool sendMsg = true, bool force = false, AttackSource source = null)
  366. {
  367. this.mUnit.AddMP(mp, sender, force, false, source);
  368. }
  369. public void AddMP(int mp, InstanceUnit sender, AttackSource source)
  370. {
  371. this.mUnit.AddMP(mp, sender, true, false, source);
  372. }
  373. public bool IsCanReduceMP(bool force)
  374. {
  375. return force || mRecoverMPLeftTimes <= 0;
  376. }
  377. /// <summary>
  378. /// 获得角色原始属性.
  379. /// </summary>
  380. /// <returns></returns>
  381. public XmdsUnitProp GetOriginProp()
  382. {
  383. return mProp.ServerData.Prop;
  384. }
  385. /// <summary>
  386. /// 判断一定概率是否触发概率单位为万分比:填写1000表示百分之10.
  387. /// </summary>
  388. /// <param name="percent"></param>
  389. /// <returns></returns>
  390. public bool RandomPercent(int percent)
  391. {
  392. return XmdsDamageCalculator.IsInRandomRange(percent,
  393. this.mUnit.RandomN, (int)XmdsDamageCalculator.PERER);
  394. }
  395. protected virtual void Dispose()
  396. {
  397. DestorySkill();
  398. mOutOfCombatTime = null;
  399. mHPRebornTimer = null;
  400. mMPRebornTimer = null;
  401. OnHealEventHandle = null;
  402. event_OnCombatStateChangeHandle = null;
  403. event_OnHandleCombatChangeEvent = null;
  404. mBattlePropChangeEvt = null;
  405. if(this.mCardModule != null)
  406. {
  407. this.mCardModule.Dispose();
  408. }
  409. ClearRegistEvent();
  410. mHateSystem.Dispose();
  411. }
  412. /// <summary>
  413. /// 是否在异常状态内.
  414. /// </summary>
  415. /// <returns></returns>
  416. public bool IsInDebuffStatus()
  417. {
  418. bool ret = false;
  419. if (this.mUnit.IsStun || this.mUnit.IsSilent)
  420. {
  421. ret = true;
  422. }
  423. //取当前所有BUFF,判断如果有隐身BUFF立即解除该BUFF.
  424. using (var buffList = ListObjectPool<InstanceUnit.BuffState>.AllocAutoRelease())
  425. {
  426. this.mUnit.GetAllBuffStatus(buffList);
  427. if (buffList != null && buffList.Count > 0)
  428. {
  429. for (int i = 0; i < buffList.Count; i++)
  430. {
  431. if (XmdsInstanceUtils.IsControlBuff(buffList[i].Data))
  432. {
  433. return true;
  434. }
  435. }
  436. }
  437. }
  438. return ret;
  439. }
  440. //移除控制buff
  441. public void RemoveControlBuff()
  442. {
  443. //取当前所有BUFF,判断如果有隐身BUFF立即解除该BUFF.
  444. using (var buffList = ListObjectPool<InstanceUnit.BuffState>.AllocAutoRelease())
  445. {
  446. //InstanceUnit.BuffState bfs = null;
  447. //XmdsBuffProperties prop = null;
  448. //BuffTemplate bt = null;
  449. this.mUnit.GetAllBuffStatus(buffList);
  450. if (buffList == null || buffList.Count <= 0)
  451. {
  452. return;
  453. }
  454. for (int i = 0; i < buffList.Count; i++)
  455. {
  456. if (XmdsInstanceUtils.IsControlBuff(buffList[i].Data))
  457. {
  458. this.mUnit.removeBuff(buffList[i].Data.ID);
  459. }
  460. }
  461. }
  462. }
  463. protected bool IsBusy()
  464. {
  465. bool ret = false;
  466. if (this.mUnit.CurrentState != null &&
  467. (this.mUnit.CurrentState is InstanceUnit.StateSkill))// ||
  468. //(this.mUnit.CurrentState is InstanceUnit.StatePickObject))
  469. {
  470. ret = true;
  471. }
  472. return ret;
  473. }
  474. /// <summary>
  475. /// 向战斗服发送提示信息.
  476. /// </summary>
  477. /// <param name="msg"></param>
  478. public void SendMsgToClient(string msg)
  479. {
  480. if (msg != null)
  481. {
  482. ShowTipsEventB2C evt = new ShowTipsEventB2C();
  483. evt.Msg = msg;
  484. this.mUnit.queueEvent(evt);
  485. }
  486. }
  487. //单独给玩家发送消息,非广播
  488. public void SendMsgToPlayer(ObjectEvent evt, bool force = false)
  489. {
  490. this.mUnit.queueEvent(evt, force);
  491. }
  492. /// <summary>
  493. /// 获取当前可用背包格子数量.
  494. /// </summary>
  495. /// <returns></returns>
  496. public int GetInventorySize()
  497. {
  498. if (mProp != null)
  499. {
  500. return mProp.ServerData.Prop.CurInventorySize;
  501. }
  502. return 0;
  503. }
  504. public void SetInventorySize(int size)
  505. {
  506. if (mProp != null)
  507. {
  508. mProp.ServerData.Prop.CurInventorySize = size;
  509. VirtualInventorySize = size;
  510. }
  511. }
  512. public int VirtualInventorySize
  513. {
  514. get { return mVirtualInventorySize; }
  515. set { mVirtualInventorySize = value; }
  516. }
  517. /// <summary>
  518. /// 组队背包格子数.
  519. /// </summary>
  520. /// <returns></returns>
  521. public int GetTeamInventorySize()
  522. {
  523. if (mProp != null)
  524. {
  525. return mProp.ServerData.Prop.CurTeamInventorySize;
  526. }
  527. return 0;
  528. }
  529. public bool ContainBuff(bool isDebuff)
  530. {
  531. using (var buffList = ListObjectPool<InstanceUnit.BuffState>.AllocAutoRelease())
  532. {
  533. InstanceUnit.BuffState bfs = null;
  534. XmdsBuffProperties prop = null;
  535. BuffTemplate bt = null;
  536. this.mUnit.GetAllBuffStatus(buffList);
  537. if (buffList != null && buffList.Count > 0)
  538. {
  539. for (int i = 0; i < buffList.Count; i++)
  540. {
  541. bfs = buffList[i];
  542. bt = bfs.Data;
  543. prop = bt.Properties as XmdsBuffProperties;
  544. if (prop.Dispelled == false) { continue; }
  545. if (bt.IsHarmful == isDebuff)
  546. {
  547. return true;
  548. }
  549. }
  550. }
  551. }
  552. return false;
  553. }
  554. /// <summary>
  555. /// 记录同步可视数据.
  556. /// 战斗服数据大致分为两块,一部分用作战斗计算使用,另一部分用作同步客户端表现相关信息,
  557. /// 当表现信息变更时,需要将数据同步给syncInfo,底层每次调用时时直接拿syncInfo来推送.
  558. /// </summary>
  559. protected void SyncPlayerVisibleData()
  560. {
  561. if (this.mUnit.VisibleInfo is PlayerVisibleDataB2C)
  562. {
  563. PlayerVisibleDataB2C pvd = this.mUnit.VisibleInfo as PlayerVisibleDataB2C;
  564. pvd.AvatarList = this.mProp.ServerData.AvatarList;
  565. pvd.BaseInfo = this.mProp.ServerData.BaseInfo;
  566. pvd.UnitPKInfo = this.mProp.ServerData.UnitPKInfo;
  567. pvd.UnitSceneInfo = this.mProp.ServerData.UnitSceneInfo;
  568. }
  569. }
  570. /// <summary>
  571. /// 当前场景信息初始化记录.
  572. /// </summary>
  573. protected virtual void InitSceneInfo()
  574. {
  575. EditorScene es = mUnit.Parent as EditorScene;
  576. XmdsSceneProperties zp = es.Data.Properties as XmdsSceneProperties;
  577. ServerSceneData = zp.ServerSceneData;
  578. }
  579. protected bool CalPKValue(XmdsVirtual target)
  580. {
  581. //特殊规则,跨服场景,击杀非本服玩家.
  582. if (this.mUnit.GetSceneType() >= CommonAI.Data.SceneType.CROSS_SERVER_NEW)
  583. {
  584. XmdsVirtual_Player r = target.GetPlayerUnit();
  585. if (r != null && this.GetServerID() != r.GetServerID())
  586. {
  587. return false;
  588. }
  589. }
  590. return ServerSceneData.CalPKValue;
  591. }
  592. public virtual PKMode GetCurPKMode()
  593. {
  594. PKMode ret = PKMode.Peace;
  595. if (mProp != null && mProp.ServerData.UnitPKInfo != null)
  596. {
  597. ret = mProp.ServerData.UnitPKInfo.CurPKMode;
  598. }
  599. return ret;
  600. }
  601. /// <summary>
  602. /// 获得当前PK等级(判断是否为红名).
  603. /// </summary>
  604. /// <returns></returns>
  605. public virtual PKLevel GetCurPKLevel()
  606. {
  607. PKLevel ret = PKLevel.White;
  608. if (mProp != null && mProp.ServerData.UnitPKInfo != null)
  609. {
  610. ret = mProp.ServerData.UnitPKInfo.CurPKLevel;
  611. }
  612. return ret;
  613. }
  614. /// <summary>
  615. /// 服ID.
  616. /// </summary>
  617. /// <returns></returns>
  618. public virtual int GetServerID()
  619. {
  620. int ret = 0;
  621. if (this.mProp.ServerData != null && this.mProp.ServerData.BaseInfo != null)
  622. {
  623. ret = this.mProp.ServerData.BaseInfo.ServerID;
  624. }
  625. return ret;
  626. }
  627. /// <summary>
  628. /// 获得公会ID.
  629. /// </summary>
  630. /// <returns></returns>
  631. public virtual string GetGuildID()
  632. {
  633. string ret = null;
  634. if (this.mProp.ServerData != null && this.mProp.ServerData.BaseInfo != null)
  635. {
  636. ret = this.mProp.ServerData.BaseInfo.GuildID;
  637. }
  638. return ret;
  639. }
  640. /// <summary>
  641. /// 获得阵营ID
  642. /// </summary>
  643. /// <returns></returns>
  644. public virtual int GetForceID()
  645. {
  646. return this.mUnit.Force;
  647. }
  648. /// <summary>
  649. /// 获得单位ID(玩家返回UUID).
  650. /// </summary>
  651. /// <returns></returns>
  652. public virtual string GetPlayerUUID()
  653. {
  654. return mUnit.ID.ToString();
  655. }
  656. /// <summary>
  657. /// 重置功能,血量、buff、状态、技能全部变为初始状态.
  658. /// </summary>
  659. public void Reset()
  660. {
  661. //脱战.
  662. SetCombatState(BattleStatus.None, 1);
  663. //BUFF.
  664. this.mUnit.clearBuffs();
  665. //技能CD.
  666. this.mUnit.ClearAllSkillCD();
  667. //坐骑状态.
  668. this.TakeOffMount();
  669. //回血重置.
  670. if (mHPRebornTimer != null)
  671. {
  672. mHPRebornTimer.Reset();
  673. }
  674. if(mMPRebornTimer != null)
  675. {
  676. mMPRebornTimer.Reset();
  677. }
  678. this.mUnit.startRebirth();
  679. this.mUnit.CurrentHP = this.mUnit.MaxHP;
  680. this.mUnit.CurrentMP = this.mUnit.MaxMP;
  681. }
  682. /// <summary>
  683. /// 获取当前强度类型
  684. /// </summary>
  685. /// <returns></returns>
  686. public string GetCurSceneType()
  687. {
  688. return ServerSceneData.SceneHard;
  689. }
  690. /// <summary>
  691. /// 获取当前场景类型
  692. /// </summary>
  693. /// <returns></returns>
  694. public CommonAI.XmdsConstConfig.AreaType CurAreaType()
  695. {
  696. return ServerSceneData.CurAreaType;
  697. }
  698. protected virtual void OnHeal(XmdsVirtual attcker, int value, ref AtkResult result)
  699. {
  700. if (OnHealEventHandle != null)
  701. {
  702. OnHealEventHandle.Invoke(attcker, this, value, ref result);
  703. }
  704. }
  705. public void SendBattleFloatTipsEventB2C(BattleFloatTipsEventB2C evt)
  706. {
  707. if (evt != null)
  708. {
  709. this.mUnit.queueEvent(evt);
  710. }
  711. }
  712. public void SendBubbleTipsEventB2C(string msg)
  713. {
  714. if (!string.IsNullOrEmpty(msg))
  715. {
  716. var evt = new BubbleTipsEventB2C();
  717. evt.Msg = msg;
  718. this.mUnit.queueEvent(evt);
  719. }
  720. }
  721. /// <summary>
  722. /// 能否使用物品.
  723. /// </summary>
  724. /// <returns></returns>
  725. public bool CanUseItem()
  726. {
  727. bool ret = true;
  728. ret = (!this.mUnit.IsSilent);
  729. return ret;
  730. }
  731. /// <summary>
  732. /// 同步归属权信息.
  733. /// </summary>
  734. /// <param name="name"></param>
  735. /// <param name="protype"></param>
  736. public virtual void SyncHeirsInfo(string name, int hpPercent, CommonAI.Data.XmdsUnitPro protype)
  737. {
  738. }
  739. /// <summary>
  740. /// 是否可被攻击.
  741. /// </summary>
  742. public virtual bool IsAttackable(XmdsVirtual attacker)
  743. {
  744. return true;
  745. }
  746. public virtual int GetVirtualTemplateID()
  747. {
  748. return mInfo.TemplateID;
  749. }
  750. /// <summary>
  751. /// 治愈效果,满血、满蓝.
  752. /// </summary>
  753. public virtual void DoCure()
  754. {
  755. this.AddHP(this.mUnit.MaxHP, null, false);
  756. this.AddMP(this.mUnit.MaxMP, null, false, true);
  757. }
  758. public bool SkillAutoLaunchTest(InstanceUnit.SkillState ss)
  759. {
  760. bool ret = false;
  761. UnitSkill us = XmdsBattleSkill.GetUnitSkill(ss.Data.ID); ;
  762. if (us != null)
  763. {
  764. ret = us.SkillAutoLaunchTest(ss, this);
  765. }
  766. return ret;
  767. }
  768. #endregion
  769. #region 基础事件.
  770. /// <summary>
  771. /// 角色本身的初始化.
  772. /// </summary>
  773. /// <param name="unit"></param>
  774. private void Unit_OnActivated(InstanceUnit unit)
  775. {
  776. mUnit.OnActivated -= Unit_OnActivated;
  777. }
  778. //主动移除技能.
  779. public GameSkill RemoveSkill(int skillID)
  780. {
  781. GameSkill skillData = this.SkillHelper.GetGameSkill(skillID);
  782. if (skillData == null)
  783. {
  784. return null;
  785. }
  786. if (skillData.SkillType == XmdsSkillType.passive || skillData.SkillType == XmdsSkillType.petGivePassive)
  787. {
  788. this.SkillHelper.RemovePassiveSkill(skillID);
  789. return null;
  790. }
  791. else
  792. {
  793. SkillState skillState = this.mUnit.getSkillState(skillID);
  794. this.SkillHelper.RemoveActiveSkill(skillID);
  795. return skillData;
  796. }
  797. }
  798. #endregion
  799. #region 安全区域
  800. private bool mIsInSafeArea = false;
  801. /// <summary>
  802. /// 是否在安全区域
  803. /// </summary>
  804. public bool IsInSafeArea { get { return mIsInSafeArea; } }
  805. //跟新战斗区域状态
  806. private void UpdateAreaState(int intervalMS)
  807. {
  808. //var sa = mUnit.Parent.GetArea(mUnit.X, mUnit.Y);
  809. var sa = mUnit.CurrentArea;
  810. if (sa != null && sa.CurrentMapNodeValue == XmdsMapBlock.BLOCK_VALUE_SAFE)
  811. {
  812. this.mIsInSafeArea = true;
  813. }
  814. else
  815. {
  816. this.mIsInSafeArea = false;
  817. }
  818. }
  819. #endregion
  820. #region 战斗状态.
  821. /// <summary>
  822. /// 是否在战斗状态.
  823. /// </summary>
  824. public BattleStatus CombatState
  825. {
  826. get { return mInCombatState; }
  827. }
  828. public virtual void SetCombatState(BattleStatus value, byte reason = 0)
  829. {
  830. // 只有在空闲状态才允许设置技能展示状态
  831. if (value == BattleStatus.ReadyBattle && mInCombatState != BattleStatus.None)
  832. {
  833. return;
  834. }
  835. if (value != BattleStatus.None && mOutOfCombatTime != null)
  836. {
  837. mOutOfCombatTime.Reset();
  838. }
  839. if (mInCombatState != value)
  840. {
  841. if (value == BattleStatus.None)
  842. {
  843. if (JudgeChangeCombatStateChange(value, reason))
  844. {
  845. mInCombatState = value;
  846. CombatStateConnect(value, reason);
  847. OnCombatStateChange(mInCombatState);
  848. //单位脱战了
  849. this.mUnit.Parent.cb_unitOutBattleCallBack(this.mUnit);
  850. }
  851. }
  852. else if (value > mInCombatState)//战斗状态等级不同.
  853. {
  854. if (JudgeChangeCombatStateChange(value, reason))
  855. {
  856. mInCombatState = value;
  857. CombatStateConnect(value, reason);
  858. OnCombatStateChange(mInCombatState);
  859. }
  860. }
  861. }
  862. }
  863. public bool IsInPVP()
  864. {
  865. return mInCombatState == BattleStatus.PVP ? true : false;
  866. }
  867. public bool IsInPVE()
  868. {
  869. return mInCombatState == BattleStatus.PVE ? true : false;
  870. }
  871. public BattleStatus GetBattleStatus()
  872. {
  873. return mInCombatState;
  874. }
  875. //坐骑状态变更.
  876. public bool IsMounted
  877. {
  878. set { mIsMounted = value; }
  879. get { return mIsMounted; }
  880. }
  881. private void CheckMountStatus(List<XmdsAvatarInfo> list)
  882. {
  883. if (list != null)
  884. {
  885. for (int i = 0; i < list.Count; i++)
  886. {
  887. if (list[i].PartTag == XmdsAvatarInfo.XmdsAvatar.Ride_Equipment)
  888. {
  889. if (!string.IsNullOrEmpty(list[i].FileName))
  890. {
  891. //有坐骑信息.
  892. IsMounted = true;
  893. break;
  894. }
  895. }
  896. }
  897. }
  898. }
  899. //状态改变时候触发.
  900. protected virtual void OnCombatStateChange(BattleStatus status)
  901. {
  902. //脱战时,清空仇恨列表.
  903. if (status == BattleStatus.None && this.mUnit.IsDead() == false)
  904. {
  905. mHateSystem.Clear();
  906. if (event_OnCombatStateChangeHandle != null)
  907. {
  908. event_OnCombatStateChangeHandle.Invoke(this, false);
  909. }
  910. FormatLog("{0}脱离战斗", mInfo.Name);
  911. }
  912. //状态变更时,需要同步告知客户端做响应表现.
  913. if (status != BattleStatus.None)
  914. {
  915. FormatLog("{0}进入战斗", mInfo.Name);
  916. }
  917. SyncUnitCombatState(status);
  918. if (event_OnHandleCombatChangeEvent != null)
  919. {
  920. event_OnHandleCombatChangeEvent.Invoke(status);
  921. }
  922. var scene = (mUnit.Parent as XmdsServerScene);
  923. scene.callback_OnCombatStateChange(this.mUnit, status);
  924. }
  925. protected virtual bool JudgeChangeCombatStateChange(BattleStatus status, byte reason)
  926. {
  927. bool ret = true;
  928. //默认为0,特殊情况不为0.
  929. if (reason != 0)
  930. {
  931. ret = true;
  932. }
  933. else
  934. {
  935. if (status == BattleStatus.None)
  936. {
  937. //表示单位一旦开始追击不会退出战斗状态.
  938. if (this.mUnit.Info.GuardRangeLimit == 0)
  939. {
  940. return false;
  941. }
  942. }
  943. }
  944. return ret;
  945. }
  946. protected virtual void ChangeCombatStateFromAtk(XmdsVirtual target)
  947. {
  948. var s = BattleStatus.PVE;
  949. if (target.IsPlayerUnit())
  950. {
  951. s = BattleStatus.PVP;
  952. this.mPvpTriggerPlayerId = target.mUnit.PlayerUUID;
  953. }
  954. SetCombatState(s);
  955. }
  956. protected virtual void CombatStateConnect(BattleStatus status, byte reason)
  957. {
  958. }
  959. public virtual void OnHitOthter(XmdsVirtual target)
  960. {
  961. }
  962. private void SyncUnitCombatState(BattleStatus status)
  963. {
  964. //改走通用字段.
  965. //mUnit.queueEvent(new CombatStateChangeEvent(mUnit.ID, status));
  966. //Dummy_0用来同步战斗状态.
  967. mUnit.Dummy_0 = (byte)status;
  968. }
  969. //脱战计时器.
  970. private void InitOutOfCombatTime()
  971. {
  972. if (mProp.IsUseCombatTimeCount == true)
  973. {
  974. if (this.mUnit.IsMonster)
  975. {
  976. mOutOfCombatTime = new TimeExpire<int>(XmdsConfig.Instance.OUTOF_BATTLE_MONSTER);
  977. }
  978. else
  979. {
  980. mOutOfCombatTime = new TimeExpire<int>(XmdsConfig.Instance.OUTOF_BATTLE_PLAYER);
  981. }
  982. }
  983. }
  984. //更新脱战计时.
  985. private void UpdateOutOfCombatTime(int time)
  986. {
  987. if (mInCombatState != BattleStatus.None && mOutOfCombatTime != null && mOutOfCombatTime.Update(time))
  988. {
  989. SetCombatState(BattleStatus.None);
  990. }
  991. }
  992. #endregion
  993. #region 基础信息.
  994. protected void InitBaseData(XmdsUnitProp data)
  995. {
  996. //复制原始单位数据.
  997. MirrorProp = (XmdsUnitProp)data.Clone();
  998. this.mUnit.SetMaxHP(data.MaxHP, true);
  999. if (data.HP >= 0)
  1000. {
  1001. this.mUnit.CurrentHP = data.HP;
  1002. }
  1003. this.mUnit.MaxMP = data.ShieldValue;
  1004. this.mUnit.CurrentMP = data.ShieldValue;
  1005. SycSkillCdReduce();
  1006. SycControledTimeReduce();
  1007. SycMoveSpeed();
  1008. SycAttackSpeed();
  1009. }
  1010. public void SycMoveSpeed()
  1011. {
  1012. this.mUnit.SetMoveSpeed(this.MirrorProp.MoveSpeed);
  1013. }
  1014. private void SycAttackSpeed()
  1015. {
  1016. this.mUnit.SetAttackSpeed(this.MirrorProp.AttackSpeed);
  1017. }
  1018. private void SycMaxHP()
  1019. {
  1020. mUnit.SetMaxHP(this.MirrorProp.MaxHP, true);
  1021. }
  1022. private void SycSkillCdReduce()
  1023. {
  1024. mUnit.SetSkillCdReduce(this.MirrorProp.SkillCD);
  1025. }
  1026. private void SycControledTimeReduce()
  1027. {
  1028. mUnit.SetControledTimeReduce(this.MirrorProp.CtrlTimeReduce);
  1029. }
  1030. #endregion
  1031. #region 血量回复.
  1032. private void InitRebornTimer()
  1033. {
  1034. if (mHPRebornTimer == null)
  1035. {
  1036. mHPRebornTimer = new TimeInterval<int>(Coefficient_HPRebornTime);
  1037. mHPRebornTimer.FirstTimeEnable = false;
  1038. }
  1039. if(mMPRebornTimer == null)
  1040. {
  1041. mMPRebornTimer = new TimeInterval< int > (GlobalData.SHIELD_RECOVER_INTERVAL);
  1042. mMPRebornTimer.FirstTimeEnable = false;
  1043. }
  1044. }
  1045. private void UpdateHPReborn(int intervalMS)
  1046. {
  1047. try
  1048. {
  1049. if (MirrorProp.HPReborn > 0 && this.mUnit.CurrentHP < this.mUnit.MaxHP && mHPRebornTimer != null && !this.mUnit.IsDead())
  1050. {
  1051. if (mHPRebornTimer.Update(intervalMS))
  1052. {
  1053. if (mInCombatState != BattleStatus.None)
  1054. {
  1055. int v = CUtils.CastInt(MirrorProp.MaxHPReborn * Coefficient_CombatHPReborn);
  1056. this.mUnit.AddHP(v, null);
  1057. }
  1058. else
  1059. {
  1060. this.mUnit.AddHP(MirrorProp.MaxHPReborn, null);
  1061. }
  1062. }
  1063. }
  1064. }
  1065. catch(Exception e)
  1066. {
  1067. log.Error("UpdateHPReborn catch : " + this.mUnit.Info.ID + ", IsActive: " + this.mUnit.IsActive +
  1068. ", " + (mMPRebornTimer == null ? "timer null" : "OK") + ", " + e);
  1069. }
  1070. }
  1071. private void UpdateMPReborn(int intervalMS)
  1072. {
  1073. try
  1074. {
  1075. if(this.mRecoverMPLeftTimes > 0 && mMPRebornTimer != null && mMPRebornTimer.Update(intervalMS))
  1076. {
  1077. int addMP = 0;
  1078. if(--this.mRecoverMPLeftTimes == 0)
  1079. {
  1080. addMP = this.mUnit.MaxMP - this.mUnit.CurrentMP;
  1081. }
  1082. else
  1083. {
  1084. addMP = this.mUnit.MaxMP / GlobalData.SHIELD_RECOVER_TIME;
  1085. }
  1086. this.AddMP(addMP, null);
  1087. }
  1088. }
  1089. catch (Exception e)
  1090. {
  1091. log.Error("UpdateMPReborn catch : " + this.mUnit.Info.ID + ", IsActive: " + this.mUnit.IsActive +
  1092. ", " + (mMPRebornTimer == null ? "timer null" : "OK") + ", " + e);
  1093. }
  1094. }
  1095. public void StartRecoverMP(bool reset = false)
  1096. {
  1097. if (reset)
  1098. {
  1099. this.mRecoverMPLeftTimes = 0;
  1100. }
  1101. else
  1102. {
  1103. this.mRecoverMPLeftTimes = GlobalData.SHIELD_RECOVER_TIME;
  1104. }
  1105. }
  1106. #endregion
  1107. #region Formula调用.
  1108. public void OnUnitRemoved() { }
  1109. public virtual int OnHit(XmdsVirtual attacker, AttackSource source)
  1110. {
  1111. AtkResult result = new AtkResult();
  1112. //无敌直接免疫打击效果.
  1113. if ((this.IsInvincible == true) && source.FromExpectTarget == SkillTemplate.CastTarget.Enemy)
  1114. {
  1115. attacker.OnHitOthter(this);
  1116. //无敌时仇恨减为1.
  1117. attacker.mHateSystem.SetHateInfo(this.mUnit.ID, 1);
  1118. //攻击者进度战斗状态.
  1119. attacker.ChangeCombatStateFromAtk(this);
  1120. mHateSystem.OnHitted(attacker, this, 0, ref result);
  1121. source.OutIsDamage = false;
  1122. source.OutClientState = (int)UnitHitEventState.Immunity;
  1123. return 0;
  1124. }
  1125. #region 特殊状态判断.
  1126. if (this.NothingnessIgnoreBuff)
  1127. {
  1128. if (source.FromBuffState != null)
  1129. {
  1130. return 0;
  1131. }
  1132. }
  1133. if (this.NothingnessIgnoreSkill)
  1134. {
  1135. if (source.FromSkillState != null || source.FromSpellUnit != null)
  1136. {
  1137. return 0;
  1138. }
  1139. }
  1140. if (this.NothingnessIgnoreAll)
  1141. {
  1142. return 0;
  1143. }
  1144. #endregion
  1145. int damage = this.On_hit_unit_vs_unit(attacker, this, source, ref result);
  1146. if (damage < 0)
  1147. {
  1148. OnHeal(attacker, -damage, ref result);
  1149. //加血.
  1150. if (attacker.CombatState != BattleStatus.None) { SetCombatState(attacker.CombatState); }
  1151. }
  1152. else if(this.mUnit.ID != attacker.mUnit.ID)//自己对自己作用的不算
  1153. {
  1154. if (damage == 0 && source.OutClientState != (int)UnitHitEventState.Dodge)//增益、负面效果.
  1155. {
  1156. if (source.FromExpectTarget == SkillTemplate.CastTarget.Enemy)//负面效果.
  1157. {
  1158. attacker.OnHitOthter(this);
  1159. //攻击者进度战斗状态.
  1160. attacker.ChangeCombatStateFromAtk(this);
  1161. mHateSystem.OnHitted(attacker, this, damage, ref result);
  1162. var v = attacker.IsPlayerUnit() ? BattleStatus.PVP : BattleStatus.PVE;
  1163. //单位被攻击,且从PVE状态转为PVP状态,
  1164. if (v == BattleStatus.PVP && CombatState != BattleStatus.PVP)
  1165. {
  1166. UnderAttackCheck(attacker);
  1167. }
  1168. SetCombatState(v);
  1169. //坐骑状态下检查受击影响.
  1170. MountOnHitCheck(attacker);
  1171. //判断异常状态(击倒击飞).
  1172. {
  1173. MountOnHit(source);
  1174. }
  1175. }
  1176. else //增益效果.
  1177. {
  1178. if (this != attacker)
  1179. {
  1180. //施术者或受攻击者双方互相影响.
  1181. if (this.CombatState != BattleStatus.None)
  1182. {
  1183. attacker.SetCombatState(this.CombatState);
  1184. }
  1185. if (attacker.CombatState != BattleStatus.None)
  1186. {
  1187. SetCombatState(attacker.CombatState);
  1188. }
  1189. }
  1190. }
  1191. }
  1192. else
  1193. {
  1194. attacker.OnHitOthter(this);
  1195. //致命一击时候死亡状态不设置.
  1196. if (this.mUnit.CurrentHP - damage > 0)
  1197. {
  1198. var s = attacker.IsPlayerUnit() ? BattleStatus.PVP : BattleStatus.PVE;
  1199. //单位被攻击,且从PVE状态转为PVP状态,
  1200. if (s == BattleStatus.PVP && CombatState != BattleStatus.PVP)
  1201. {
  1202. UnderAttackCheck(attacker);
  1203. }
  1204. SetCombatState(s);
  1205. }
  1206. //攻击者进度战斗状态.
  1207. attacker.ChangeCombatStateFromAtk(this);
  1208. //仇恨值计算.
  1209. attacker.DispatchCalThreatValueEvent(this, source, ref result);
  1210. mHateSystem.OnHitted(attacker, this, damage, ref result);
  1211. //坐骑状态下检查受击影响.
  1212. MountOnHitCheck(attacker);
  1213. //判断异常状态(击倒击飞).
  1214. {
  1215. MountOnHit(source);
  1216. }
  1217. //扣除定力
  1218. if (this.mUnit.MaxMP > 0 && result.breakShieldValue > 0)
  1219. {
  1220. this.AddMP(-result.breakShieldValue, attacker.mUnit, source);
  1221. }
  1222. }
  1223. }
  1224. //if (damage == 0)
  1225. //{
  1226. // source.OutIsDamage = false;
  1227. //}
  1228. return damage;
  1229. }
  1230. public virtual void OnUnitDead(XmdsVirtual killer)
  1231. {
  1232. //坐骑状态设置为false.
  1233. TakeOffMount();
  1234. //脱战.
  1235. SetCombatState(BattleStatus.None, 1);
  1236. if (mHateSystem != null)
  1237. {
  1238. mHateSystem.Clear();
  1239. }
  1240. }
  1241. public virtual void OnKillUnit(XmdsVirtual dead)
  1242. {
  1243. }
  1244. /// <summary>
  1245. /// 是否属于玩家.
  1246. /// </summary>
  1247. /// <returns></returns>
  1248. public virtual bool IsPlayerUnit()
  1249. {
  1250. return false;
  1251. }
  1252. /// <summary>
  1253. /// 获取对应玩家单位.
  1254. /// </summary>
  1255. /// <returns></returns>
  1256. public virtual XmdsVirtual_Player GetPlayerUnit()
  1257. {
  1258. return null;
  1259. }
  1260. public void OnHandleNetMessage(ObjectAction action)
  1261. {
  1262. }
  1263. public void OnTriggerStart(InstanceUnit.TriggerState trigger, XmdsVirtual target)
  1264. {
  1265. }
  1266. public virtual void OnUpdateTriggerSkill(int intervalMS, bool slowRefresh)
  1267. {
  1268. // 区域刷新 //
  1269. UpdateAreaState(intervalMS);
  1270. //同步战斗属性协议.
  1271. UpdateBattlePropsChangeEvt();
  1272. //慢刷新,不必要每一帧都刷新
  1273. if (slowRefresh)
  1274. {
  1275. int slowInterval = intervalMS * GlobalData.ZONE_UPDATE_SLOW;
  1276. //计算是否脱战.
  1277. UpdateOutOfCombatTime(slowInterval);
  1278. //HP回复.
  1279. UpdateHPReborn(slowInterval);
  1280. UpdateMPReborn(slowInterval);
  1281. //仇恨系统刷新.
  1282. UpdateHateSystem(slowInterval);
  1283. }
  1284. //技能刷新.
  1285. UpdateSkillHelper(intervalMS, slowRefresh);
  1286. if (this.mCardModule != null)
  1287. {
  1288. this.mCardModule.Update(intervalMS, slowRefresh);
  1289. }
  1290. }
  1291. public void OnBuffBegin(InstanceUnit.BuffState state, XmdsVirtual sender)
  1292. {
  1293. BuffTemplate template = state.Data;
  1294. XmdsBuffProperties prop = template.Properties as XmdsBuffProperties;
  1295. List<XmdsBuffVirtual> list = null;
  1296. if (state.Tag != null)
  1297. {
  1298. list = state.Tag as List<XmdsBuffVirtual>;
  1299. }
  1300. //异常BUFF对坐骑状态有影响.
  1301. MountOnBuffBegin(template);
  1302. if (list != null)
  1303. {
  1304. for (int i = 0; i < list.Count; i++)
  1305. {
  1306. UnitBuff ub = list[i] as UnitBuff;
  1307. ub.BuffBegin(this, sender, state);
  1308. }
  1309. }
  1310. DispatchBuffEvent(state, BuffEventType.Begin, null);
  1311. }
  1312. public void OnBuffUpdate(InstanceUnit.BuffState state, int time)
  1313. {
  1314. BuffTemplate template = state.Data;
  1315. List<XmdsBuffVirtual> list = null;
  1316. if (state.Tag != null)
  1317. {
  1318. list = state.Tag as List<XmdsBuffVirtual>;
  1319. }
  1320. if (list != null && list.Count != 0)
  1321. {
  1322. int count = 0;
  1323. for (int i = 0; i < list.Count; i++)
  1324. {
  1325. UnitBuff ub = list[i] as UnitBuff;
  1326. ub.BuffUpdate(this, state);
  1327. if (ub.IsInvaild())
  1328. {
  1329. count++;
  1330. }
  1331. }
  1332. if (count == list.Count)//当前BUFF所有能力都已失效,主动移出该BUFF.
  1333. {
  1334. this.mUnit.removeBuff(template.ID);
  1335. }
  1336. }
  1337. }
  1338. public void OnBuffEnd(InstanceUnit.BuffState state, string result, bool replace)
  1339. {
  1340. BuffTemplate template = state.Data;
  1341. XmdsBuffProperties prop = template.Properties as XmdsBuffProperties;
  1342. List<XmdsBuffVirtual> list = null;
  1343. if (state.Tag != null)
  1344. {
  1345. list = state.Tag as List<XmdsBuffVirtual>;
  1346. }
  1347. if (list != null)
  1348. {
  1349. for (int i = 0; i < list.Count; i++)
  1350. {
  1351. UnitBuff ub = list[i] as UnitBuff;
  1352. ub.BuffEnd(this, state, replace);
  1353. }
  1354. }
  1355. DispatchBuffEvent(state, BuffEventType.End, result);
  1356. }
  1357. #endregion
  1358. #region 属性能力重算.
  1359. /// <summary>
  1360. /// 刷新属性.
  1361. /// </summary>
  1362. protected void UnitPropRefresh(XmdsUnitProp prop = null)
  1363. {
  1364. if (prop == null)
  1365. {
  1366. XmdsUnitProp zup = GetOriginProp();
  1367. this.MirrorProp = zup.Clone() as XmdsUnitProp;
  1368. }
  1369. else
  1370. {
  1371. this.MirrorProp = prop;
  1372. }
  1373. foreach (KeyValuePair<int, PropChangeOperation> kvp in mPropChangeMap)
  1374. {
  1375. ChangeProp(kvp.Value);
  1376. }
  1377. int srcHP = this.MirrorProp.MaxHP;
  1378. // 更新虚拟属性,只影响数值,不计入显示和战力计算(也不在面板上显示)
  1379. if(this.mProp.ServerData.PropExt != null && this.mUnit.IsPlayer)
  1380. {
  1381. this.MirrorProp.AddTo(this.mProp.ServerData.PropExt);
  1382. }
  1383. SycMaxHP();
  1384. SycSkillCdReduce();
  1385. SycControledTimeReduce();
  1386. SycMoveSpeed();
  1387. SycAttackSpeed();
  1388. //隐藏属性导致玩家血量变了,同步最大血量ext
  1389. if(this.MirrorProp.MaxHP != srcHP)
  1390. {
  1391. SyncBattlePropsFields(UnitAttributeType.SetMaxHP);
  1392. }
  1393. }
  1394. private void ChangeProp(PropChangeOperation opt)
  1395. {
  1396. XmdsUnitProp zup = GetOriginProp();
  1397. switch (opt.Type)
  1398. {
  1399. case UnitAttributeType.Defence:
  1400. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1401. {
  1402. this.MirrorProp.DefencePer += opt.Value;
  1403. }
  1404. else
  1405. {
  1406. this.MirrorProp.BaseDefence += opt.Value;
  1407. }
  1408. //攻击异常日志
  1409. if (this.MirrorProp.Defence > this.GetOriginProp().Defence * 3)
  1410. {
  1411. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.Defence, this.GetOriginProp().Defence);
  1412. }
  1413. break;
  1414. case UnitAttributeType.CritRate:
  1415. this.MirrorProp.CritRate += opt.Value;
  1416. break;
  1417. case UnitAttributeType.MaxHP:
  1418. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1419. {
  1420. this.MirrorProp.HPPer += opt.Value;
  1421. }
  1422. else
  1423. {
  1424. this.MirrorProp.BaseMaxHP += opt.Value;
  1425. }
  1426. mUnit.SetMaxHP(this.MirrorProp.MaxHP, true);
  1427. //攻击异常日志
  1428. if (this.MirrorProp.MaxHP > this.GetOriginProp().MaxHP * 3)
  1429. {
  1430. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.MaxHP, this.GetOriginProp().MaxHP);
  1431. }
  1432. break;
  1433. case UnitAttributeType.Attack:
  1434. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1435. {
  1436. this.MirrorProp.AttackPer += opt.Value;
  1437. }
  1438. else
  1439. {
  1440. this.MirrorProp.BaseAttack += opt.Value;
  1441. }
  1442. //攻击异常日志
  1443. if (this.MirrorProp.MaxAttack > this.GetOriginProp().MaxAttack * 3)
  1444. {
  1445. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.MaxAttack, this.GetOriginProp().MaxAttack);
  1446. }
  1447. break;
  1448. case UnitAttributeType.HealedEffect:
  1449. this.MirrorProp.HealedEffect += opt.Value;
  1450. break;
  1451. case UnitAttributeType.HealEffect:
  1452. this.MirrorProp.HealEffect += opt.Value;
  1453. break;
  1454. case UnitAttributeType.PlayerDamageReduce:
  1455. this.MirrorProp.PlayerDamageReduce += opt.Value;
  1456. // 免伤异常日志
  1457. if(this.MirrorProp.PlayerDamageReduce > 10000)
  1458. {
  1459. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.PlayerDamageReduce, opt.Value);
  1460. }
  1461. break;
  1462. case UnitAttributeType.MoveSpeed:
  1463. this.MirrorProp.MoveSpeed += GetOpValueFloat(zup.MoveSpeed, opt.Value, opt.OpType);
  1464. this.MirrorProp.VelocityAddition += opt.Value;
  1465. break;
  1466. case UnitAttributeType.PickupRange:
  1467. this.MirrorProp.pickupRange += GetOpValue(zup.pickupRange, opt.Value, opt.OpType);
  1468. break;
  1469. case UnitAttributeType.AttackSpeed:
  1470. this.MirrorProp.AttackSpeed += GetOpValue(zup.AttackSpeed, opt.Value, opt.OpType);
  1471. break;
  1472. case UnitAttributeType.SkillLanuchSpeed:
  1473. this.MirrorProp.SkillCD += GetOpValue(zup.SkillCD, opt.Value, opt.OpType);
  1474. break;
  1475. case UnitAttributeType.ControlTimeReduce:
  1476. this.MirrorProp.CtrlTimeReduce += opt.Value;
  1477. break;
  1478. case UnitAttributeType.SkillDamage:
  1479. this.MirrorProp.SkillDamageAdd += opt.Value;
  1480. break;
  1481. case UnitAttributeType.IngoreDefence:
  1482. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1483. {
  1484. this.MirrorProp.IgnoreDefensePer += opt.Value;
  1485. }
  1486. else
  1487. {
  1488. this.MirrorProp.BaseIgnoreDefense += opt.Value;
  1489. }
  1490. break;
  1491. case UnitAttributeType.SkillLeech:
  1492. this.MirrorProp.ActiveAtkLeech += opt.Value;
  1493. break;
  1494. case UnitAttributeType.CritDamage:
  1495. this.MirrorProp.CritDamage += opt.Value;
  1496. break;
  1497. case UnitAttributeType.PlayerDamageAdd:
  1498. this.MirrorProp.PlayerDamageAdd += opt.Value;
  1499. // 伤害增加异常日志
  1500. if (this.MirrorProp.PlayerDamageAdd > 10000)
  1501. {
  1502. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.PlayerDamageAdd, opt.Value);
  1503. }
  1504. break;
  1505. case UnitAttributeType.MonsterDamageAdd:
  1506. this.MirrorProp.monsterDamageAdd += opt.Value;
  1507. break;
  1508. case UnitAttributeType.MonsterDamageReduce:
  1509. this.MirrorProp.monsterDamageReduce += opt.Value;
  1510. break;
  1511. case UnitAttributeType.AllDmgAdd:
  1512. this.MirrorProp.AllDmgAdd += opt.Value;
  1513. // 伤害增加异常日志
  1514. if (this.MirrorProp.AllDmgAdd > 10000)
  1515. {
  1516. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.AllDmgAdd, opt.Value);
  1517. }
  1518. break;
  1519. case UnitAttributeType.AllDmgReduce:
  1520. this.MirrorProp.AllDmgReduce += opt.Value;
  1521. // 伤害增加异常日志
  1522. if (this.MirrorProp.AllDmgReduce > 13000)
  1523. {
  1524. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.AllDmgReduce, opt.Value);
  1525. }
  1526. break;
  1527. case UnitAttributeType.SetMaxHP:
  1528. this.MirrorProp.BaseMaxHP = opt.Value;
  1529. break;
  1530. case UnitAttributeType.CritRate_NormalAtk:
  1531. this.MirrorProp.NormalAtkCriteRate += opt.Value;
  1532. break;
  1533. case UnitAttributeType.HPRecover:
  1534. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1535. {
  1536. this.MirrorProp.HPRecoverPer += opt.Value;
  1537. }
  1538. else
  1539. {
  1540. this.MirrorProp.HPReborn += opt.Value;
  1541. }
  1542. break;
  1543. case UnitAttributeType.EAttack_Gold:
  1544. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Gold] += opt.Value;
  1545. break;
  1546. case UnitAttributeType.EAttack_Wood:
  1547. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Wood] += opt.Value;
  1548. break;
  1549. case UnitAttributeType.EAttack_Water:
  1550. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Water] += opt.Value;
  1551. break;
  1552. case UnitAttributeType.EAttack_Fire:
  1553. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Fire] += opt.Value;
  1554. break;
  1555. case UnitAttributeType.EAttack_Soil:
  1556. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Soil] += opt.Value;
  1557. break;
  1558. case UnitAttributeType.EDefence_Gold:
  1559. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Gold] += opt.Value;
  1560. break;
  1561. case UnitAttributeType.EDefence_Wood:
  1562. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Wood] += opt.Value;
  1563. break;
  1564. case UnitAttributeType.EDefence_Water:
  1565. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Water] += opt.Value;
  1566. break;
  1567. case UnitAttributeType.EDefence_Fire:
  1568. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Fire] += opt.Value;
  1569. break;
  1570. case UnitAttributeType.EDefence_Soil:
  1571. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Soil] += opt.Value;
  1572. break;
  1573. case UnitAttributeType.ToBoss_CriteRate:
  1574. this.MirrorProp.ToBossCritRate += opt.Value;
  1575. break;
  1576. case UnitAttributeType.ToBoss_CriteDamage:
  1577. this.MirrorProp.ToBossCritDamage += opt.Value;
  1578. break;
  1579. case UnitAttributeType.MonsterRestraint_1:
  1580. this.MirrorProp.MonsterRestraint[(int)UnitFateType.One - 1] += opt.Value;
  1581. break;
  1582. case UnitAttributeType.MonsterRestraint_2:
  1583. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Two - 1] += opt.Value;
  1584. break;
  1585. case UnitAttributeType.MonsterRestraint_3:
  1586. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Three - 1] += opt.Value;
  1587. break;
  1588. case UnitAttributeType.MonsterRestraint_4:
  1589. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Four - 1] += opt.Value;
  1590. break;
  1591. case UnitAttributeType.MonsterRestraint_5:
  1592. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Five - 1] += opt.Value;
  1593. break;
  1594. default:
  1595. break;
  1596. }
  1597. }
  1598. private void PrintAttrErrorInfo(UnitAttributeType Type, int value1, int value2)
  1599. {
  1600. #if JSG_DMG_LOG
  1601. try
  1602. {
  1603. string stackInfo = new StackTrace().ToString();
  1604. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "属性异常异常 : UID:{0}, {1}, {2}, {3}, {4}", this.mUnit.PlayerUUID, Type, value1, value2, stackInfo);
  1605. }
  1606. catch(Exception e)
  1607. {
  1608. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "PrintAttrErrorInfo异常:" + Type + ", " + value1 + ", " + value2 + ", " + e);
  1609. }
  1610. #endif
  1611. }
  1612. private int GetOpValue(float UnitProp, float changeValue, PropChangeOperation.OperateType type)
  1613. {
  1614. float ret = 0;
  1615. if (type == PropChangeOperation.OperateType.Percent)
  1616. {
  1617. ret = UnitProp * (changeValue / XmdsDamageCalculator.PERER);
  1618. }
  1619. else
  1620. {
  1621. ret = changeValue;
  1622. }
  1623. return CUtils.CastInt(ret);
  1624. }
  1625. private float GetOpValueFloat(float UnitProp, float changeValue, PropChangeOperation.OperateType type)
  1626. {
  1627. float ret = 0;
  1628. if (type == PropChangeOperation.OperateType.Percent)
  1629. {
  1630. ret = UnitProp * (changeValue / XmdsDamageCalculator.PERER);
  1631. }
  1632. else
  1633. {
  1634. ret = changeValue;
  1635. }
  1636. return ret;
  1637. }
  1638. public PropChangeOperation CreatePropChangeOpertation()
  1639. {
  1640. return new PropChangeOperation();
  1641. }
  1642. /** 被动改变数值 */
  1643. public void ChangeMaxHP(int addValues)
  1644. {
  1645. mProp.ServerData.Prop.BaseMaxHP += addValues;
  1646. mUnit.SetMaxHP(this.MirrorProp.MaxHP, true);
  1647. }
  1648. /** 被动改变攻击,除非死亡,否则不清除属性 */
  1649. public void ChangeAttack(int addValues)
  1650. {
  1651. mProp.ServerData.Prop.BaseAttack += addValues;
  1652. UnitPropRefresh();
  1653. }
  1654. /** 被动改变防御,除非死亡,否则不清除属性 */
  1655. public void ChangeDefence(int addValues)
  1656. {
  1657. mProp.ServerData.Prop.BaseDefence += addValues;
  1658. UnitPropRefresh();
  1659. }
  1660. /** 被动改变攻速,除非死亡,否则不清除属性 */
  1661. public void ChangeAtkSpeed(int addValues)
  1662. {
  1663. mProp.ServerData.Prop.AttackSpeed += addValues;
  1664. UnitPropRefresh();
  1665. }
  1666. /** 被动改变暴击伤害,除非死亡,否则不清除属性 */
  1667. public void ChangeCriteDamage(int addValues)
  1668. {
  1669. mProp.ServerData.Prop.CritDamage += addValues;
  1670. UnitPropRefresh();
  1671. }
  1672. /** 被动改变暴击率,除非死亡,否则不清除属性 */
  1673. public void ChangeCriteRate(int addValues)
  1674. {
  1675. mProp.ServerData.Prop.CritRate += addValues;
  1676. UnitPropRefresh();
  1677. }
  1678. /// <summary>
  1679. /// 插入一条属性变更操作指令,返回id用来删除.
  1680. /// </summary>
  1681. /// <returns></returns>
  1682. public int AddPropChangeOperation(PropChangeOperation opt)
  1683. {
  1684. int ret = 0;
  1685. mPropChangeOperationCount++;
  1686. ret = mPropChangeOperationCount;
  1687. mPropChangeMap.Add(ret, opt);
  1688. //立刻生效计算.
  1689. UnitPropRefresh();
  1690. SyncBattlePropsFields(opt.Type);
  1691. return ret;
  1692. }
  1693. public bool UpdatePropChangeOperation(int OpID, PropChangeOperation opt)
  1694. {
  1695. if (mPropChangeMap.ContainsKey(OpID))
  1696. {
  1697. mPropChangeMap[OpID] = opt;
  1698. //立刻生效计算.
  1699. UnitPropRefresh();
  1700. SyncBattlePropsFields(opt.Type);
  1701. return true;
  1702. }
  1703. return false;
  1704. }
  1705. /// <summary>
  1706. ///删除属性变更操作指令.
  1707. /// </summary>
  1708. public void RemovePropChangeOperation(int id)
  1709. {
  1710. PropChangeOperation opt;
  1711. if (mPropChangeMap != null && mPropChangeMap.TryGetValue(id, out opt))
  1712. {
  1713. mPropChangeMap.Remove(id);
  1714. SyncBattlePropsFields(opt.Type);
  1715. UnitPropRefresh();
  1716. }
  1717. else
  1718. {
  1719. FormatLog("RemovePropChangeOperation Error");
  1720. }
  1721. }
  1722. /// <summary>
  1723. /// 操作指令.
  1724. /// </summary>
  1725. public struct PropChangeOperation
  1726. {
  1727. /// <summary>
  1728. /// 操作属性.
  1729. /// </summary>
  1730. public UnitAttributeType Type;
  1731. /// <summary>
  1732. /// 操作值.
  1733. /// </summary>
  1734. public int Value;
  1735. /// <summary>
  1736. /// 操作类型.
  1737. /// </summary>
  1738. public OperateType OpType;
  1739. /// <summary>
  1740. /// 操作类型:值加减,百分比,
  1741. /// </summary>
  1742. public enum OperateType : byte
  1743. {
  1744. Value,
  1745. Percent,
  1746. }
  1747. }
  1748. /// <summary>
  1749. /// 操作标识.
  1750. /// </summary>
  1751. public enum UnitAttributeType : Byte
  1752. {
  1753. None, //无.
  1754. MoveSpeed, //速度.
  1755. Defence, //防御.
  1756. Attack, //最大攻击
  1757. /**attention, 这里存在坑,之前增伤,减伤被改成玩家后,后来有需要所有的增伤,减伤,有新加了一个奇怪的东西。 容易混淆*/
  1758. PlayerDamageAdd, // 伤害加成(玩家之间)
  1759. PlayerDamageReduce, // 伤害减免(被改成玩家之间)
  1760. MonsterDamageAdd, // 怪物(妖兽)伤害增加
  1761. MonsterDamageReduce, // 怪物(妖兽)免伤
  1762. AllDmgReduce, // 所有伤害减免
  1763. AllDmgAdd, // 单位增伤,IncAllDamage改成玩家之间导致新增一个奇怪所有增伤属性
  1764. HealEffect, //治疗效果.
  1765. HealedEffect, //受治疗效果.
  1766. MaxHP, //生命上限.
  1767. CritRate, //暴击率
  1768. PickupRange, //拾取距离
  1769. AttackSpeed, //攻速, 普攻冷却缩减
  1770. SkillLanuchSpeed, //技能冷却缩减
  1771. ControlTimeReduce, //控制时间改变,韧性
  1772. SkillDamage, //技能伤害
  1773. IngoreDefence, //无视防御
  1774. SkillLeech, //技能吸血
  1775. CritDamage, //暴击伤害
  1776. SetMaxHP, //设置最大血量
  1777. CritRate_NormalAtk, //普攻暴击率(为实现技能效果加的)
  1778. HPRecover, //生命恢复效果
  1779. EAttack_Gold,
  1780. EAttack_Wood,
  1781. EAttack_Water,
  1782. EAttack_Fire,
  1783. EAttack_Soil,
  1784. EDefence_Gold,
  1785. EDefence_Wood,
  1786. EDefence_Water,
  1787. EDefence_Fire,
  1788. EDefence_Soil,
  1789. ToBoss_CriteRate,
  1790. ToBoss_CriteDamage,
  1791. MonsterRestraint_1, // 命格克制
  1792. MonsterRestraint_2,
  1793. MonsterRestraint_3,
  1794. MonsterRestraint_4,
  1795. MonsterRestraint_5,
  1796. }
  1797. // 数值上限
  1798. public class GamePropLimit
  1799. {
  1800. public const int AttackSpeed_Down = -5000; // 攻速下限
  1801. public const int AttackSpeed_Up = 25000; // 攻速上限
  1802. public const int MoveSpeed = 4000; // 移速
  1803. public const int SkillLaunchSpeed = 5000; // 冷却缩减
  1804. public const int DamageRemit = 5000; // 伤害减免
  1805. public const int CtrlTimeReduce = 5000; // 韧性
  1806. public const int SkillDamageAdd = 5000; // 技能伤害增幅
  1807. public const int HealthAddition = 5000; // 治疗增幅
  1808. public const int CtrlAddition = 5000; // 控制增幅
  1809. }
  1810. /// <summary>
  1811. /// 同步客户端.
  1812. /// </summary>
  1813. private void UpdateBattlePropsChangeEvt()
  1814. {
  1815. if (mBattlePropChangeEvt != null)
  1816. {
  1817. GenBattlePropsFields(mBattlePropChangeEvt);
  1818. SendBattlePropsChangeEvt(mBattlePropChangeEvt);
  1819. mBattlePropChangeEvt = null;
  1820. }
  1821. }
  1822. private ulong GetBattlePropFieldsMask(UnitAttributeType type)
  1823. {
  1824. ulong mask = 0;
  1825. switch (type)
  1826. {
  1827. case UnitAttributeType.MaxHP:
  1828. mask = PlayerBattlePropChangeEventB2C.MASK_MAX_HP;
  1829. break;
  1830. case UnitAttributeType.MoveSpeed:
  1831. mask = PlayerBattlePropChangeEventB2C.MASK_MOVE_SPEED | PlayerBattlePropChangeEventB2C.MASK_MOVE_SPEED_ADDITION;
  1832. break;
  1833. case UnitAttributeType.Attack:
  1834. mask = PlayerBattlePropChangeEventB2C.MASK_ATTACK;
  1835. break;
  1836. case UnitAttributeType.IngoreDefence:
  1837. mask = PlayerBattlePropChangeEventB2C.MASK_IGNORE_DEFENSE_PER;
  1838. break;
  1839. case UnitAttributeType.Defence:
  1840. mask = PlayerBattlePropChangeEventB2C.MASK_DEF;
  1841. break;
  1842. case UnitAttributeType.CritRate:
  1843. mask = PlayerBattlePropChangeEventB2C.MASK_CRIT_RATE;
  1844. break;
  1845. case UnitAttributeType.CritDamage:
  1846. mask = PlayerBattlePropChangeEventB2C.MASK_CRIT_DAMAGE;
  1847. break;
  1848. case UnitAttributeType.PlayerDamageReduce:
  1849. mask = PlayerBattlePropChangeEventB2C.MASK_ALL_DAMAGE_REDUCE;
  1850. break;
  1851. case UnitAttributeType.HealEffect:
  1852. mask = PlayerBattlePropChangeEventB2C.MASK_HEALEFFECT;
  1853. break;
  1854. case UnitAttributeType.HealedEffect:
  1855. mask = PlayerBattlePropChangeEventB2C.MASK_HEALEDEFFECT;
  1856. break;
  1857. case UnitAttributeType.AttackSpeed:
  1858. mask = PlayerBattlePropChangeEventB2C.MASK_ATTACK_SPEED;
  1859. break;
  1860. case UnitAttributeType.SkillLanuchSpeed:
  1861. mask = PlayerBattlePropChangeEventB2C.MASK_SKILL_CD;
  1862. break;
  1863. case UnitAttributeType.ControlTimeReduce:
  1864. mask = PlayerBattlePropChangeEventB2C.MASK_CTRLTIME_REDUCE;
  1865. break;
  1866. case UnitAttributeType.SkillDamage:
  1867. mask = PlayerBattlePropChangeEventB2C.MASK_SKILLDAMAGE;
  1868. break;
  1869. case UnitAttributeType.PlayerDamageAdd:
  1870. mask = PlayerBattlePropChangeEventB2C.MASK_INCALLDAMAGE;
  1871. break;
  1872. case UnitAttributeType.SetMaxHP:
  1873. mask = PlayerBattlePropChangeEventB2C.MASK_MAX_HP_EXT;
  1874. break;
  1875. case UnitAttributeType.SkillLeech:
  1876. mask = PlayerBattlePropChangeEventB2C.MASK_ACTIVE_ATK_LEECH;
  1877. break;
  1878. case UnitAttributeType.HPRecover:
  1879. mask = PlayerBattlePropChangeEventB2C.MASK_HP_REBORN;
  1880. break;
  1881. case UnitAttributeType.EAttack_Gold:
  1882. mask = PlayerBattlePropChangeEventB2C.MASK_GOLD_ATTACK;
  1883. break;
  1884. case UnitAttributeType.EAttack_Wood:
  1885. mask = PlayerBattlePropChangeEventB2C.MASK_WOOD_ATTACK;
  1886. break;
  1887. case UnitAttributeType.EAttack_Water:
  1888. mask = PlayerBattlePropChangeEventB2C.MASK_WATER_ATTACK;
  1889. break;
  1890. case UnitAttributeType.EAttack_Fire:
  1891. mask = PlayerBattlePropChangeEventB2C.MASK_FIRE_ATTACK;
  1892. break;
  1893. case UnitAttributeType.EAttack_Soil:
  1894. mask = PlayerBattlePropChangeEventB2C.MASK_SOIL_ATTACK;
  1895. break;
  1896. case UnitAttributeType.EDefence_Gold:
  1897. mask = PlayerBattlePropChangeEventB2C.MASK_GOLD_DEFENSE;
  1898. break;
  1899. case UnitAttributeType.EDefence_Wood:
  1900. mask = PlayerBattlePropChangeEventB2C.MASK_WOOD_DEFENSE;
  1901. break;
  1902. case UnitAttributeType.EDefence_Water:
  1903. mask = PlayerBattlePropChangeEventB2C.MASK_WATER_DEFENSE;
  1904. break;
  1905. case UnitAttributeType.EDefence_Fire:
  1906. mask = PlayerBattlePropChangeEventB2C.MASK_FIRE_DEFENSE;
  1907. break;
  1908. case UnitAttributeType.EDefence_Soil:
  1909. mask = PlayerBattlePropChangeEventB2C.MASK_SOIL_DEFENSE;
  1910. break;
  1911. case UnitAttributeType.ToBoss_CriteRate:
  1912. mask = PlayerBattlePropChangeEventB2C.MASK_TOBOSS_CRIT_RATE;
  1913. break;
  1914. case UnitAttributeType.ToBoss_CriteDamage:
  1915. mask = PlayerBattlePropChangeEventB2C.MASK_TOBOSS_CRIT_DAMAGE;
  1916. break;
  1917. case UnitAttributeType.MonsterRestraint_1:
  1918. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_1;
  1919. break;
  1920. case UnitAttributeType.MonsterRestraint_2:
  1921. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_2;
  1922. break;
  1923. case UnitAttributeType.MonsterRestraint_3:
  1924. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_3;
  1925. break;
  1926. case UnitAttributeType.MonsterRestraint_4:
  1927. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_4;
  1928. break;
  1929. case UnitAttributeType.MonsterRestraint_5:
  1930. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_5;
  1931. break;
  1932. //case UnitAttributeType.
  1933. //mask = PlayerBattlePropChangeEventB2C.MASK_BREAK_SHIELD;
  1934. //break;
  1935. default:
  1936. break;
  1937. }
  1938. return mask;
  1939. }
  1940. private void SyncBattlePropsFields(UnitAttributeType type)
  1941. {
  1942. ulong mask = GetBattlePropFieldsMask(type);
  1943. SyncBattlePropsFields(mask);
  1944. }
  1945. public virtual void SyncBattlePropsFields(ulong mask)
  1946. {
  1947. //该功能实现转移至player.
  1948. //donothing.
  1949. }
  1950. private void GenBattlePropsFields(PlayerBattlePropChangeEventB2C evt)
  1951. {
  1952. XmdsUnitProp UseProp = this.MirrorProp; //this.GetOriginProp();
  1953. evt.MaxHP = UseProp.MaxHP;
  1954. evt.MoveSpeed = UseProp.MoveSpeed;
  1955. evt.HPReborn = UseProp.HPReborn;
  1956. //同步Attribute
  1957. evt.HPPer = UseProp.HPPer;
  1958. evt.Attack = UseProp.MaxAttack;
  1959. evt.AttackPer = UseProp.AttackPer;
  1960. evt.Def = UseProp.Defence;
  1961. evt.DefPer = UseProp.DefencePer;
  1962. evt.IgnoreDefensePer = UseProp.IgnoreDefensePer;
  1963. evt.CritRate = UseProp.CritRate;
  1964. evt.ResCritRate = UseProp.ResCritRate;
  1965. evt.CritDamage = UseProp.CritDamage;
  1966. evt.IncAllDamage = UseProp.PlayerDamageAdd;
  1967. evt.AllDamageReduce = UseProp.PlayerDamageReduce;
  1968. evt.CtrlTimeReduce = UseProp.CtrlTimeReduce;
  1969. evt.SkillCD = UseProp.SkillCD;
  1970. evt.HealEffect = UseProp.HealEffect;
  1971. evt.HealedEffect = UseProp.HealedEffect;
  1972. evt.SkillDamage = UseProp.SkillDamageAdd;
  1973. evt.AttackSpeed = UseProp.AttackSpeed;
  1974. evt.ControlUp = UseProp.ControlUp;
  1975. evt.GoldAttack = UseProp.ArtifactAttack[(int)ArtifactType.Gold];
  1976. evt.WoodAttack = UseProp.ArtifactAttack[(int)ArtifactType.Wood];
  1977. evt.WaterAttack = UseProp.ArtifactAttack[(int)ArtifactType.Water];
  1978. evt.FireAttack = UseProp.ArtifactAttack[(int)ArtifactType.Fire];
  1979. evt.SoilAttack = UseProp.ArtifactAttack[(int)ArtifactType.Soil];
  1980. evt.GoldDefense = UseProp.ArtifactDefense[(int)ArtifactType.Gold];
  1981. evt.WoodDefense = UseProp.ArtifactDefense[(int)ArtifactType.Wood];
  1982. evt.WaterDefense = UseProp.ArtifactDefense[(int)ArtifactType.Water];
  1983. evt.FireDefense = UseProp.ArtifactDefense[(int)ArtifactType.Fire];
  1984. evt.SoilDefense = UseProp.ArtifactDefense[(int)ArtifactType.Soil];
  1985. evt.ToBossCritRate = UseProp.ToBossCritRate;
  1986. evt.ToBossCritDamage = UseProp.ToBossCritDamage;
  1987. evt.GoldRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Gold];
  1988. evt.WoodRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Wood];
  1989. evt.WaterRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Water];
  1990. evt.FireRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Fire];
  1991. evt.SoilRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Soil];
  1992. evt.GoldResist = UseProp.ArtifactResist[(int)ArtifactType.Gold];
  1993. evt.WoodResist = UseProp.ArtifactResist[(int)ArtifactType.Wood];
  1994. evt.WaterResist = UseProp.ArtifactResist[(int)ArtifactType.Water];
  1995. evt.FireResist = UseProp.ArtifactResist[(int)ArtifactType.Fire];
  1996. evt.SoilResist = UseProp.ArtifactResist[(int)ArtifactType.Soil];
  1997. evt.PvpKillValue = UseProp.KillValuePer;
  1998. evt.YaoQiLevel = UseProp.YaoQiLevel;
  1999. evt.NormalAtkLeech = UseProp.NormalAtkLeech;
  2000. evt.ActiveAtkLeech = UseProp.ActiveAtkLeech;
  2001. evt.ArtifactMainPer = UseProp.ArtifactMainPer;
  2002. evt.FieldBossDamageAdd = UseProp.monsterDamageAdd;
  2003. evt.MaxHPExt = this.MirrorProp.MaxHP;
  2004. evt.DungeonMonsterDamageAdd = UseProp.monsterDamageReduce;
  2005. evt.MoveSpeedAddition = UseProp.VelocityAddition;
  2006. for(int i = 0; i < (int)UnitFateType.Five; i++)
  2007. {
  2008. evt.MonsterRestraint[i] = UseProp.MonsterRestraint[i];
  2009. }
  2010. //// 猎妖属性
  2011. evt.monsterAtk = UseProp.monsterAtk;
  2012. evt.monsterDef = UseProp.monsterDef;
  2013. evt.monsterAtkPer = UseProp.monsterAtkPer;
  2014. evt.monsterDefPer = UseProp.monsterDefPer;
  2015. }
  2016. private void UpdateHateSystem(int intervalMS)
  2017. {
  2018. if (mHateSystem != null)
  2019. {
  2020. //定期去除仇恨对象.
  2021. mHateSystem.Update(intervalMS);
  2022. }
  2023. }
  2024. private void SendBattlePropsChangeEvt(PlayerBattlePropChangeEventB2C evt)
  2025. {
  2026. this.mUnit.queueEvent(evt);
  2027. }
  2028. private void UnderAttackCheck(XmdsVirtual attacker)
  2029. {
  2030. //单位被攻击,且从PVE状态转为PVP状态,
  2031. if (this is XmdsVirtual_Player)
  2032. {
  2033. var atk = attacker.GetPlayerUnit();
  2034. if (atk != null)
  2035. {
  2036. UnderAttackNotifyB2C evt = new UnderAttackNotifyB2C();
  2037. evt.AttackerID = atk.mUnit.ID;
  2038. evt.AttackerInfo = atk.mProp.ServerData.BaseInfo;
  2039. this.mUnit.queueEvent(evt);
  2040. }
  2041. }
  2042. }
  2043. public bool IsAllies(CommonAI.Zone.Formula.IVirtualUnit target, bool includeSelf = true, bool onlyForTeam = false)
  2044. {
  2045. XmdsVirtual unit = target as XmdsVirtual;
  2046. if (unit == null)
  2047. {
  2048. return false;
  2049. }
  2050. return IsMember(unit, this.GetCurPKMode(), includeSelf, onlyForTeam);
  2051. }
  2052. public virtual int GetMaType() { return -1; }
  2053. public virtual bool IsLvRepress() { return false; }
  2054. public virtual bool IsBoss() { return false; }
  2055. public virtual void doEvent(JSGCustomOpType value) {}
  2056. public virtual uint GetMasterID() { return 0; }
  2057. public virtual InstanceUnit GetMasterUnit() { return null; }
  2058. public virtual InstanceUnit GetPetUnit()
  2059. {
  2060. return null;
  2061. }
  2062. /// <summary>
  2063. /// 下坐骑.
  2064. /// </summary>
  2065. public virtual void TakeOffMount()
  2066. {
  2067. if (mIsMounted == true)
  2068. {
  2069. SyncMountStatus(false);
  2070. }
  2071. }
  2072. public int GetHealedEffect()
  2073. {
  2074. return this.MirrorProp.HealedEffect;
  2075. }
  2076. public int GetHealEffect()
  2077. {
  2078. return this.MirrorProp.HealEffect;
  2079. }
  2080. /** 获得单位职业 */
  2081. public XmdsUnitPro GetUnitPro()
  2082. {
  2083. return this.mProp.ServerData.BaseInfo.ProType;
  2084. }
  2085. //性别: 0-男,1-女
  2086. public int GetUnitSex()
  2087. {
  2088. return this.mProp.ServerData.BaseInfo.sex;
  2089. }
  2090. /** 获得宠物天赋加成 */
  2091. public virtual int GetPetTalentAddition(UnitFateType type)
  2092. {
  2093. return ((XmdsUnitProp)mProp.ServerData.Prop).fateValue;
  2094. }
  2095. public UnitFateType GetUnitFateType()
  2096. {
  2097. return ((XmdsUnitProp)mProp.ServerData.Prop).fateType;
  2098. }
  2099. #endregion
  2100. }
  2101. }