XmdsDamageCalculator.cs 16 KB

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  1. using CommonAI;
  2. using CommonAI.Data;
  3. using CommonAI.Zone.Formula;
  4. using CommonAI.Zone.Helper;
  5. using CommonLang;
  6. using CommonLang.Log;
  7. using System;
  8. using System.Diagnostics;
  9. using XmdsCommon.Message;
  10. using XmdsCommon.Plugin;
  11. using XmdsCommonServer.Plugin.JSGXmdsModule;
  12. namespace XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator
  13. {
  14. /// <summary>
  15. /// Author: justsogo
  16. /// Description: 伤害计算器.用于计算伤害结果、公式.
  17. /// </summary>
  18. ///
  19. public class XmdsDamageCalculator
  20. {
  21. //固定系数
  22. //private static readonly float Coefficient_Attack = 1.0f; //攻击系数
  23. //防御系数
  24. private static readonly int[] Coefficient_Defence = new int[13]{
  25. 4342, 4342, 4543, 4793,
  26. 5085, 5411, 5763, 6131,
  27. 6501, 6855, 7165, 7396, 7500};
  28. //pve怪物K值
  29. private static readonly int[] monster_Defence = new int[13]{
  30. 0, 100, 300, 800, 2000, 5000, 10000, 15000, 20000, 20000, 20000, 20000, 20000};
  31. //PVP伤害系统
  32. private static float PVP_DAMAGE_K = 0.7f; //攻击系数
  33. //boss等级压制
  34. private static float BOSS_LEVEL_SUBDUE_K = 0.05f;
  35. //神器对无神器伤害加成
  36. private static int S_ArtifactDamage = 1000;
  37. ////神器属性
  38. //private const float Coefficient_Artifact = 1.1f;
  39. //随从受伤K系数
  40. private static float PET_HIT_DAMAGE_K = 4.0f;
  41. //万分比.
  42. public static float PERER = 10000.0f;
  43. public static void Init()
  44. {
  45. PVP_DAMAGE_K = XmdsConfig.Instance.PVP_DAMAGE_K;
  46. BOSS_LEVEL_SUBDUE_K = XmdsConfig.Instance.BOSS_LEVEL_SUBDUE_K;
  47. S_ArtifactDamage = XmdsConfig.Instance.S_ArtifactDamage;
  48. PET_HIT_DAMAGE_K = XmdsConfig.Instance.PET_HIT_DAMAGE_K;
  49. // 人物K
  50. try
  51. {
  52. string [] data = XmdsConfig.Instance.Coefficient_Defence.Split(',');
  53. if(data == null || data.Length != Coefficient_Defence.Length)
  54. {
  55. throw new Exception("人物K数据异常");
  56. }
  57. for(int i = 0; i < data.Length; i++)
  58. {
  59. Coefficient_Defence[i] = int.Parse(data[i]);
  60. }
  61. XmdsVirtual.FormatLog(LoggerLevel.INFO, "初始化人物K异常 : {0}", Coefficient_Defence);
  62. }
  63. catch (Exception e)
  64. {
  65. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "初始化人物K异常 : {0}", e);
  66. }
  67. // 怪物K
  68. try
  69. {
  70. string[] data = XmdsConfig.Instance.monster_Defence.Split(',');
  71. if (data == null || data.Length != monster_Defence.Length)
  72. {
  73. throw new Exception("人物K数据异常");
  74. }
  75. for (int i = 0; i < data.Length; i++)
  76. {
  77. monster_Defence[i] = int.Parse(data[i]);
  78. }
  79. XmdsVirtual.FormatLog(LoggerLevel.INFO, "初始化人物K异常 : {0}", monster_Defence);
  80. }
  81. catch (Exception e)
  82. {
  83. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "初始化怪物K异常 : {0}", e);
  84. }
  85. }
  86. //获得当次攻击结果类型(暴击、闪避、招架、普通攻击).
  87. public static XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt GetAttckRlt(float hitRate, float criRate, float pierceRate, Random random)
  88. {
  89. int sum = 1 * 100 * 1000;
  90. //普通攻击几率.
  91. int normalRate = 0;
  92. //暴击.
  93. int realCriRate = CUtils.CastInt(criRate * sum);
  94. //暴击区间.
  95. int start_cri = 0;
  96. int end_cri = 0;
  97. //招架区间.
  98. int start_parry = 0;
  99. int end_parry = 0;
  100. //普通攻击区间.
  101. int start_normal = 0;
  102. int end_normal = 0;
  103. float overflow = realCriRate - sum;
  104. //超过100.
  105. if (overflow > 0)
  106. {
  107. start_parry = end_normal;
  108. end_parry = start_parry;
  109. start_cri = 0;
  110. end_cri = start_cri + realCriRate;
  111. }
  112. else
  113. {
  114. normalRate = (sum - realCriRate);
  115. start_normal = 0;
  116. end_normal = start_normal + normalRate;
  117. start_parry = end_normal;
  118. end_parry = start_parry;
  119. start_cri = 0;
  120. end_cri = start_cri + realCriRate;
  121. }
  122. int k = (random.Next(0, sum));
  123. #region 调试信息.
  124. //FormatLog("普通区间[{0}-{1})", start_normal, end_normal);
  125. //FormatLog("招架区间[{0}-{1})", start_parry, end_parry);
  126. //FormatLog("闪避区间[{0}-{1})", start_dodge, end_dodge);
  127. //FormatLog("暴击区间[{0}-{1})", start_cri, end_cri);
  128. #endregion
  129. if (IsBetween(k, start_parry, end_parry)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.ParryAttack; }
  130. else if (IsBetween(k, start_cri, end_cri)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.CritAttack; }
  131. else if (IsBetween(k, start_normal, end_normal)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack; }
  132. XmdsVirtual.FormatLog("攻击结果计算异常");
  133. return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack;
  134. }
  135. //判断是否在区间内[).
  136. private static bool IsBetween(int num, int start, int end)
  137. {
  138. if (num >= start && num < end) { return true; }
  139. else { return false; }
  140. }
  141. #region 新战斗公式.
  142. /// <summary>
  143. /// 判断是否在所指定范围内.
  144. /// </summary>
  145. public static bool IsInRandomRange(int val, Random random, int range)
  146. {
  147. bool ret;
  148. int r = random.Next(range);
  149. ret = (r <= val) ? true : false;
  150. return ret;
  151. }
  152. /// <summary>
  153. /// 获得指定范围的值.
  154. /// </summary>
  155. public static int GetValueFromRange(Random random, int rangeStart, int rangeEnd)
  156. {
  157. int ret = random.Next(rangeStart, rangeEnd);
  158. return ret;
  159. }
  160. /// <summary>
  161. /// 获得技能伤害(面板+技能效果)
  162. /// </summary>
  163. /// <param name="CharDamage"></param>
  164. /// <param name="PerDamage"></param>
  165. /// <param name="ExdDamge"></param>
  166. /// <returns></returns>
  167. public static int GetSkillDamage(int CharDamage, float PerDamage, int ExdDamge)
  168. {
  169. int ret = 0;
  170. ret = CUtils.CastInt(CharDamage * (PerDamage / PERER) + ExdDamge);
  171. return ret;
  172. }
  173. /// <summary>
  174. /// 获得暴击伤害.
  175. /// </summary>
  176. /// <param name="damage"></param>
  177. /// <param name="attacker"></param>
  178. /// <param name="hitter"></param>
  179. /// <returns></returns>
  180. public static int GetCritDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  181. {
  182. int baseCritDamage = attacker.MirrorProp.CritDamage - hitter.MirrorProp.CritDamageRes;
  183. if (attacker.IsPlayerUnit() && hitter.IsBoss())
  184. {
  185. baseCritDamage += attacker.MirrorProp.ToBossCritDamage ;
  186. }
  187. return baseCritDamage;
  188. }
  189. public static int GetCritHealDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  190. {
  191. return attacker.MirrorProp.CritDamage;
  192. }
  193. private static int GetDefenceAddition(int level)
  194. {
  195. if (level < 0 || level > 12)
  196. {
  197. return Coefficient_Defence[0];
  198. }
  199. return Coefficient_Defence[level];
  200. }
  201. private static int GetMonsterDefAddition(int level)
  202. {
  203. if (level < 0 || level > 12)
  204. {
  205. return monster_Defence[0];
  206. }
  207. return monster_Defence[level];
  208. }
  209. /// <summary>
  210. /// 根据攻击类型获得伤害值.
  211. /// </summary>
  212. /// <param name="damageBaseValue"></param>
  213. /// <param name="atkType"></param>
  214. /// <param name="attacker"></param>
  215. /// <param name="hitter"></param>
  216. /// <returns></returns>
  217. public static int GetDamage(int damageBaseValue, XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source)
  218. {
  219. //攻击与防御公式:伤害=k1*A*(1-D*(1-P)/(D*(1-p)+k2))
  220. //0. 技能总伤害加成.
  221. XmdsSkillType FromSkillType = source == null ? XmdsSkillType.none : source.FromSkillType;
  222. if (FromSkillType == XmdsSkillType.active || FromSkillType == XmdsSkillType.petGiveAcitve || FromSkillType == XmdsSkillType.cardSkill)
  223. {
  224. damageBaseValue = CUtils.CastInt(damageBaseValue * (1 + (attacker.MirrorProp.SkillDamageAdd) / XmdsDamageCalculator.PERER));
  225. }
  226. //1. 计算防御
  227. //真实防御
  228. int attackIgnoreDef = source == null ? 0 : source.ignoreDef;
  229. double realDef = ((hitter.MirrorProp.Defence - attacker.MirrorProp.IgnoreDefense) *
  230. (PERER - attacker.MirrorProp.IgnoreDefensePer - attackIgnoreDef) / PERER);
  231. //完全破防,
  232. if(realDef < 0)
  233. {
  234. //XmdsVirtual.FormatLog(LoggerLevel.ERROR, "0. 防御异常 : {0}, {1}, {2}, {3}, {4}, {5}",
  235. // realDef, hitter.GetStateLv(), hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, hitter.mUnit.Info.Name, attacker.mUnit.Info.Name);
  236. realDef = 0;
  237. }
  238. //防御系数
  239. double DefCoef = realDef / (realDef + GetDefenceAddition(attacker.GetStateLv()));
  240. //2. 计算伤害增加,减免
  241. int addDamage = attacker.MirrorProp.AllDmgAdd;
  242. int damageReduce = hitter.MirrorProp.AllDmgReduce;
  243. int monsterDmgChg = 0; //怪物与玩家间伤害变更
  244. int playerDmgChg = 0; //玩家与玩家间伤害变更
  245. int artifaceMainDamage = 0; // 神器伤害
  246. float monsterAtkPer = 1.0f; // 怪打玩家猎妖相关属性叠加
  247. if (attacker.IsPlayerUnit())
  248. {
  249. if(hitter.IsPlayerUnit())
  250. {
  251. //MMO-14874: 2021.3.30修改成玩家间生效
  252. playerDmgChg += attacker.MirrorProp.PlayerDamageAdd;
  253. playerDmgChg -= hitter.MirrorProp.PlayerDamageReduce;
  254. //3. 杀意值附加,仅限玩家之间PK
  255. playerDmgChg += (attacker.MirrorProp.KillValuePer - hitter.MirrorProp.KillValuePer);
  256. //4. 2021.05.11修改:神器属性加成。有对无,无对有。都是基础加成
  257. // 去掉弱克
  258. if (attacker.GetArtifactIndex() != (int)ArtifactType.None)
  259. {
  260. if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  261. {
  262. if (((int)attacker.GetArtifactIndex() + 1) % 5 == hitter.GetArtifactDefenceIndex())//强克, 取神器克制属性
  263. {
  264. artifaceMainDamage += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  265. }
  266. //else if ((hitter.GetArtifactIndex() + 2) % 4 == attacker.GetArtifactIndex())//弱克
  267. //{
  268. // artifaceMainDamage += (attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()] / 2 - hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()]);
  269. //}
  270. else if (((int)hitter.GetArtifactDefenceIndex() + 1) % 5 == attacker.GetArtifactIndex()) //被强克, 取背饰抵御属性
  271. {
  272. artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()];
  273. }
  274. //else if ((attacker.GetArtifactIndex() + 2) % 4 == hitter.GetArtifactIndex()) //被弱克
  275. //{
  276. // artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()] / 2;
  277. //}
  278. }
  279. else
  280. {
  281. artifaceMainDamage += (S_ArtifactDamage + attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()]); //有神器对无背饰
  282. }
  283. }
  284. else if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  285. {
  286. artifaceMainDamage -= (S_ArtifactDamage + hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()]); //无神器对有背饰
  287. }
  288. //Console.WriteLine("最终神器属性变更:" + artifaceMainDamage);
  289. //5. 五行元素伤害加成()
  290. for (int i = 0; i <= (int)ArtifactType.Fire; i++)
  291. {
  292. if (attacker.MirrorProp.ArtifactAttack[i] == 0)
  293. continue;
  294. // 单个五行元素攻击加成上限5%
  295. // 攻击者元素攻击 / (攻击者元素攻击 + 2 * 受击者元素防御)
  296. artifaceMainDamage += 500 * attacker.MirrorProp.ArtifactAttack[i] / (attacker.MirrorProp.ArtifactAttack[i] + 2 * hitter.MirrorProp.ArtifactDefense[i]);
  297. }
  298. }
  299. else
  300. { //攻击者是玩家, 受击者是怪物
  301. //6. 怪物伤害加成
  302. monsterDmgChg += attacker.MirrorProp.monsterDamageAdd;
  303. //7. 天命属性伤害加成 (宠物命格)
  304. UnitFateType hitterFateType = hitter.GetUnitFateType();
  305. if (hitterFateType != UnitFateType.None)
  306. {
  307. if (hitterFateType < UnitFateType.None || hitterFateType > UnitFateType.Five)
  308. {
  309. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "单位天赋错误:" + hitter.mInfo.ID + ", 天命值:" + hitterFateType);
  310. return 0;
  311. }
  312. UnitFateType restraintType = (hitterFateType == UnitFateType.One ? UnitFateType.Five : (hitterFateType - 1));
  313. // 队伍宠物
  314. monsterDmgChg += attacker.mUnit.GetTeamFateValue(restraintType);
  315. //个人天命属性加成
  316. monsterDmgChg += attacker.MirrorProp.MonsterRestraint[(int)restraintType-1];
  317. }
  318. //8. MMO-17397: 额外扭曲系统:玩家神兵克制怪物命格
  319. //怪物的天命对应五行:1金 2木 3土 4水 5火
  320. if (attacker.IsHasArtifact() && (hitterFateType == UnitFateType.None || attacker.IsArtifactRestrain(hitterFateType)))
  321. {
  322. monsterDmgChg += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  323. }
  324. //9. 玩家猎妖伤害值
  325. //damageBaseValue += attacker.MirrorProp.MaxMonsterAttack;
  326. }
  327. }
  328. else
  329. {
  330. //攻击者为怪物, 受击者是玩家
  331. if (hitter.IsPlayerUnit())
  332. {
  333. monsterDmgChg -= hitter.MirrorProp.monsterDamageReduce;
  334. //猎妖防御系数
  335. if(hitter.GetStateLv() > 0)
  336. {
  337. int atkMonsterDef = GetMonsterDefAddition(attacker.GetStateLv());
  338. if(atkMonsterDef > 0)
  339. {
  340. monsterAtkPer = 2.0f * atkMonsterDef / (atkMonsterDef + hitter.MirrorProp.MaxMonsterDef);
  341. }
  342. }
  343. }
  344. }
  345. float allDmgChgFinal = GetFinalDamageValue(addDamage - damageReduce);
  346. float monsterDmgChgFinal = GetFinalDamageValue(monsterDmgChg);
  347. float playerDmgChgFinal = GetFinalDamageValue(playerDmgChg);
  348. float artifaceDmgChgFinal = GetFinalDamageValue(artifaceMainDamage);
  349. int damage = CUtils.CastInt(damageBaseValue * (1.0f - DefCoef) * allDmgChgFinal * monsterDmgChgFinal * playerDmgChgFinal * artifaceDmgChgFinal * monsterAtkPer);
  350. //Console.WriteLine("受击ID: " + hitter.mUnit.ID + ", " + damage);
  351. if (attacker.IsPlayerUnit())
  352. {
  353. if(hitter.IsPlayerUnit())
  354. {
  355. damage = CUtils.CastInt(damage * PVP_DAMAGE_K);
  356. }
  357. }
  358. else if(attacker.IsLvRepress() && attacker.mUnit.Level > hitter.mUnit.Level)
  359. {
  360. //LvRepress
  361. damage = CUtils.CastInt(damage * (1 + (attacker.mUnit.Level - hitter.mUnit.Level) * BOSS_LEVEL_SUBDUE_K));
  362. }
  363. //异常日志输出监测输出
  364. JSGXmdsHackerModule.CheckAndPrintDamageLog(damageBaseValue, attacker, hitter, source, damage, DefCoef, damageReduce, addDamage, artifaceMainDamage);
  365. return Math.Max(damage, 1);
  366. }
  367. public static int GetPetDamage(int damageBaseValue, XmdsVirtual pet)
  368. {
  369. //防御属性
  370. float finalDef = pet.MirrorProp.Defence;
  371. float ingoreDmg = 1.0f - finalDef / (finalDef + GetDefenceAddition(pet.GetStateLv()));
  372. //伤害变更(免伤,受伤加深)
  373. float allDmgChg = GetFinalDamageValue(pet.MirrorProp.AllDmgAdd - pet.MirrorProp.AllDmgReduce);
  374. int finalDmg = Math.Max(1, (int)(damageBaseValue * PET_HIT_DAMAGE_K * ingoreDmg * allDmgChg));
  375. return finalDmg;
  376. }
  377. private static float GetFinalDamageValue(int value)
  378. {
  379. if (value < 0)
  380. {
  381. return 1.0f + Math.Max(-XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  382. }
  383. else
  384. {
  385. return 1.0f + Math.Min(XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  386. }
  387. }
  388. public static int GetDefByLevel(int level)
  389. {
  390. if(level <= 70)
  391. {
  392. return Coefficient_Defence[0];
  393. }
  394. int UpLevel = Math.Min(12 ,(level - 70) / 10);
  395. return Coefficient_Defence[UpLevel];
  396. }
  397. #endregion
  398. }
  399. }