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