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- using System;
- using System.Collections.Generic;
- using System.Text;
- using CommonLang;
- using CommonAI.ZoneServer;
- using CommonLang.IO;
- namespace CommonAI.Zone.Instance.Helper
- {
- public abstract class IUnitStatistic
- {
- public InstanceUnit Owner { get; private set; }
- public IUnitStatistic(InstanceUnit owner)
- {
- this.Owner = owner;
- }
- /// <summary>
- /// 转存可序列化协议对象
- /// </summary>
- /// <returns></returns>
- public virtual UnitStatisticData ToUnitStatisticData()
- {
- var ret = new UnitStatisticData();
- ret.ObjectID = Owner.ID;
- ret.DeadCount = this.DeadCount;
- ret.KillUnitCount = this.KillUnitCount;
- ret.KillPlayerCount = this.KillPlayerCount;
- ret.SelfDamage = this.SelfDamage;
- ret.TotalDamage = this.TotalDamage;
- ret.PlayerDamage = this.PlayerDamage;
- ret.TotalHealing = this.TotalHealing;
- ret.PlayerHealing = this.PlayerHealing;
- return ret;
- }
- public abstract void Reset();
- //------------------------------------------------------------------------------------
- /// <summary>
- /// 死亡次数
- /// </summary>
- public abstract int DeadCount { get; }
- /// <summary>
- /// 总共杀死玩家数量
- /// </summary>
- public abstract int KillPlayerCount { get; }
- /// <summary>
- /// 总共杀死单位数量
- /// </summary>
- public abstract int KillUnitCount { get; }
- /// <summary>
- /// 承受伤害
- /// </summary>
- public abstract long SelfDamage { get; }
- /// <summary>
- /// 对所有单位输出的总伤害
- /// </summary>
- public abstract long TotalDamage { get; }
- /// <summary>
- /// 对玩家输出的总伤害
- /// </summary>
- public abstract long PlayerDamage { get; }
- /// <summary>
- /// 对所有单位输出的总治疗量
- /// </summary>
- public abstract long TotalHealing { get; }
- /// <summary>
- /// 对玩家输出的总治疗量
- /// </summary>
- public abstract long PlayerHealing { get; }
- /// <summary>
- /// 连斩信息
- /// </summary>
- public abstract long preKillTime { get; set; }
- public abstract short continueKills { get; set; }
- /// <summary>
- /// 总共杀死特定类型单位数量
- /// </summary>
- /// <param name="type"></param>
- public abstract int GetKillUnitCount(UnitInfo.UnitType type);
- //------------------------------------------------------------------------------------
- /// <summary>
- /// 当自己死亡
- /// </summary>
- /// <param name="killer"></param>
- public abstract void onDead(InstanceUnit killer);
- /// <summary>
- /// 干掉别人
- /// </summary>
- /// <param name="target"></param>
- public abstract void onKill(InstanceUnit target);
- /// <summary>
- /// 当受到伤害
- /// </summary>
- /// <param name="attacker"></param>
- /// <param name="reduceHP"></param>
- public abstract void onDamage(InstanceUnit attacker, int reduceHP);
- /// <summary>
- /// 当造成伤害
- /// </summary>
- /// <param name="target"></param>
- /// <param name="reduceHP"></param>
- public abstract void onAttack(InstanceUnit target, int reduceHP);
- /// <summary>
- /// 当使用道具
- /// </summary>
- /// <param name="item"></param>
- public abstract void onUseItem(ItemTemplate item);
- //------------------------------------------------------------------------------------
- internal void LogDamage(IUnitStatistic attacker, int reduceHP)
- {
- if (reduceHP > 0 && this.Owner.CurrentHP < reduceHP)
- {
- reduceHP = this.Owner.CurrentHP;
- }
- if (reduceHP < 0 && this.Owner.MaxHP - this.Owner.CurrentHP < -reduceHP)
- {
- reduceHP = this.Owner.CurrentHP - this.Owner.MaxHP;
- }
- this.onDamage(attacker.Owner, reduceHP);
- attacker.onAttack(this.Owner, reduceHP);
- }
- internal void LogDead(IUnitStatistic attacker)
- {
- this.onDead(attacker.Owner);
- attacker.onKill(this.Owner);
- }
- internal void LogUseItem(ItemTemplate item)
- {
- this.onUseItem(item);
- }
- //------------------------------------------------------------------------------------
- }
- //------------------------------------------------------------------------------------
- public class UnitStatistic : IUnitStatistic
- {
- private int m_DeadCount = 0;
- private int m_KillPlayerCount = 0;
- private int m_KillUnitCount = 0;
- private long m_SelfDamage = 0;
- private long m_TotalDamage = 0;
- private long m_PlayerDamage = 0;
- private long m_TotalHealing = 0;
- private long m_PlayerHealing = 0;
- //联展信息
- private long m_preKillTime = 0;
- private short m_continueKills = 0;
- private Dictionary<UnitInfo.UnitType, int> m_KillUnitCountMap = new Dictionary<UnitInfo.UnitType, int>();
- public UnitStatistic(InstanceUnit owner) : base(owner)
- {
- }
- public override void Reset()
- {
- this.m_DeadCount = 0;
- this.m_KillPlayerCount = 0;
- this.m_KillUnitCount = 0;
- this.m_SelfDamage = 0;
- this.m_TotalDamage = 0;
- this.m_PlayerDamage = 0;
- this.m_TotalHealing = 0;
- this.m_PlayerHealing = 0;
- //联展信息
- this.m_preKillTime = 0;
- this.m_continueKills = 0;
- this.m_KillUnitCountMap.Clear();
- }
- public override int DeadCount { get { return m_DeadCount; } }
- public override int KillPlayerCount { get { return m_KillPlayerCount; } }
- public override int KillUnitCount { get { return m_KillUnitCount; } }
- public override long SelfDamage { get { return m_SelfDamage; } }
- public override long TotalDamage { get { return m_TotalDamage; } }
- public override long PlayerDamage { get { return m_PlayerDamage; } }
- public override long TotalHealing { get { return m_TotalHealing; } }
- public override long PlayerHealing { get { return m_PlayerHealing; } }
- /// <summary>
- /// 连斩信息
- /// </summary>
- public override long preKillTime { get { return m_preKillTime; } set { m_preKillTime = value; } }
- public override short continueKills { get { return m_continueKills; } set { m_continueKills = value; } }
- public override int GetKillUnitCount(UnitInfo.UnitType type)
- {
- int ret = 0;
- if (m_KillUnitCountMap.TryGetValue(type, out ret))
- return ret;
- return 0;
- }
- public override void onDead(InstanceUnit killer)
- {
- this.m_DeadCount += 1;
- }
- public override void onKill(InstanceUnit target)
- {
- this.m_KillUnitCount += 1;
- if (target.IsPlayer) { this.m_KillPlayerCount += 1; }
- int count = 0;
- if (this.m_KillUnitCountMap.TryGetValue(target.Info.UType, out count))
- {
- count += 1;
- this.m_KillUnitCountMap[target.Info.UType] = count;
- }
- else
- {
- this.m_KillUnitCountMap.Add(target.Info.UType, 1);
- }
- }
- public override void onDamage(InstanceUnit attacker, int reduceHP)
- {
- if (reduceHP > 0)
- {
- this.m_SelfDamage += reduceHP;
- }
- }
- public override void onAttack(InstanceUnit target, int reduceHP)
- {
- if (reduceHP > 0)
- {
- this.m_TotalDamage += reduceHP;
- if (target.IsPlayer)
- {
- this.m_PlayerDamage += reduceHP;
- }
- }
- else
- {
- this.m_TotalHealing += -reduceHP;
- if (target.IsPlayer)
- {
- this.m_PlayerHealing += -reduceHP;
- }
- }
- }
- public override void onUseItem(ItemTemplate item)
- {
- }
- }
- //
- // public class UnitStatistic
- // {
- // public readonly InstanceUnit Owner;
- //
- // private int mTotalTakeMoney = 0;
- //
- // //自身受到的伤害.
- // private long mSelfDamage;
- // //对怪物输出的伤害.
- // private long mMonsterDamage;
- // //对玩家输出伤害.
- // private long mPlayerDamage;
- //
- // //治疗回复血量.
- // private long mSelfHealing;
- // //怪物造成的治疗量.
- // private long mMonsterHealing;
- // //玩家造成的治疗量.
- // private long mPlayerHealing;
- //
- //
- // private int mDeadCount;
- // private int mKillPlayerCount;
- // private int mKillUnitCount;
- //
- // private HashMap<UnitInfo.UnitType, int> mKillUnitCountMap = new HashMap<UnitInfo.UnitType, int>();
- //
- // private List<int> mKilledEllitMonsters = new List<int>();
- //
- // private List<int> mUseItems = new List<int>();
- //
- // public UnitStatistic(InstanceUnit owner)
- // {
- // Owner = owner;
- // }
- //
- // protected internal virtual void onDead()
- // {
- // mDeadCount += 1;
- // }
- //
- // protected internal virtual void onHitAttack(InstanceUnit self, InstanceUnit sender, int reduceHP)
- // {
- // //伤害.
- // if (reduceHP > 0)
- // {
- // mSelfDamage += reduceHP;
- // if (self is InstancePlayer)
- // {
- // sender.Statistic.mOutPlayerDamage += reduceHP;
- // }
- // else
- // {
- // sender.Statistic.mOutMonsterDamage += reduceHP;
- // }
- // }
- // else if (reduceHP < 0)//治疗量.
- // {
- // mSelfHealingPerSecond += -reduceHP;
- // if (self is InstancePlayer)
- // {
- // sender.Statistic.mOutPlayerHealingPerSecond += -reduceHP;
- // }
- // else
- // {
- // sender.Statistic.mOutMonsterHealingPerSecond += -reduceHP;
- // }
- // }
- // else
- // {
- // return;
- // }
- //
- // if (self.IsDead)
- // {
- // sender.Statistic.addKillUnit(self);
- //
- // sender.Statistic.mTotalTakeMoney += self.Info.DropMoney;
- // }
- // }
- //
- // protected internal virtual void onUseItem(InstanceUnit self, ItemTemplate item)
- // {
- // mUseItems.Add(item.ID);
- // }
- //
- //
- //
- //
- // private void addKillUnit(InstanceUnit unit)
- // {
- // mKillUnitCount += 1;
- //
- // if (unit is InstancePlayer)
- // {
- // mKillPlayerCount += 1;
- // }
- // else if (unit.Info.IsElite)
- // {
- // mKilledEllitMonsters.Add(unit.Info.ID);
- // }
- //
- // UnitInfo.UnitType type = unit.Info.UType;
- // if (!mKillUnitCountMap.ContainsKey(type))
- // {
- // mKillUnitCountMap[type] = 1;
- // }
- // else
- // {
- // mKillUnitCountMap[type] = (mKillUnitCountMap[type] + 1);
- // }
- // }
- //
- //
- //
- // /// <summary>
- // /// 获取的金币数量
- // /// </summary>
- // public int TotalTakeMoney
- // {
- // get
- // {
- // return mTotalTakeMoney;
- // }
- // }
- //
- //
- // /// <summary>
- // /// 死亡次数
- // /// </summary>
- // public int DeadCount
- // {
- // get
- // {
- // return mDeadCount;
- // }
- // }
- //
- // /// <summary>
- // /// 承受伤害
- // /// </summary>
- // public long SelfDamage
- // {
- // get
- // {
- // return mSelfDamage;
- // }
- // }
- //
- // /// <summary>
- // /// 使用的所有道具 编辑器道具ID[]
- // /// </summary>
- // public int[] UseItems
- // {
- // get
- // {
- // return mUseItems.ToArray();
- // }
- // }
- //
- // /// <summary>
- // /// 总共杀死玩家数量
- // /// </summary>
- // public int KillPlayerCount
- // {
- // get
- // {
- // return mKillPlayerCount;
- // }
- // }
- //
- // public int KillUnitCount
- // {
- // get
- // {
- // return mKillUnitCount;
- // }
- // }
- //
- // /// <summary>
- // /// 杀死精英怪物 编辑器单位ID[]
- // /// </summary>
- // public int[] KilledEllitMonsters
- // {
- // get
- // {
- // return mKilledEllitMonsters.ToArray();
- // }
- // }
- //
- // /// <summary>
- // /// 对怪物造成的总伤害
- // /// </summary>
- // public long MonsterDamage
- // {
- // get
- // {
- // return mOutMonsterDamage;
- // }
- // }
- //
- // /// <summary>
- // /// 对玩家造成的总伤害
- // /// </summary>
- // public long PlayerDamage
- // {
- // get
- // {
- // return mOutPlayerDamage;
- // }
- // }
- // //治疗回复血量.
- // public long SelfHealingPerSecond
- // {
- // get
- // {
- // return mSelfHealingPerSecond;
- // }
- // }
- // //玩家造成的治疗量.
- // public long PlayerHealingPerSecond
- // {
- // get
- // {
- // return mOutPlayerHealingPerSecond;
- // }
- // }
- // //怪物造成的治疗量.
- // public long MonsterHealingPerSecond
- // {
- // get
- // {
- // return mOutMonsterHealingPerSecond;
- // }
- // }
- //
- // /// <summary>
- // /// 总共杀死怪物数量
- // /// </summary>
- // public int GetKillUnitCount(UnitInfo.UnitType type)
- // {
- // if (mKillUnitCountMap.ContainsKey(type))
- // {
- // return mKillUnitCountMap[type];
- // }
- // return 0;
- // }
- //
- // public UnitStatisticData ToUnitStatisticData()
- // {
- // var rst = new UnitStatisticData();
- // rst.ObjectID = Owner.ID;
- // rst.DeadCount = this.DeadCount;
- // rst.ItemTemplates = this.UseItems;
- // rst.KillUnitCount = this.KillUnitCount;
- // rst.KillEnemyCount = this.GetKillUnitCount(UnitInfo.UnitType.TYPE_MONSTER);
- // rst.KillNeutralityCount = this.GetKillUnitCount(UnitInfo.UnitType.TYPE_NEUTRALITY);
- // rst.KillBuildingCount = this.GetKillUnitCount(UnitInfo.UnitType.TYPE_BUILDING);
- // rst.KillPlayerCount = this.KillPlayerCount;
- // rst.MonsterDamage = this.MonsterDamage;
- // rst.PlayerDamage = this.PlayerDamage;
- // rst.SelfDamage = this.SelfDamage;
- // rst.TotalTakeMoney = this.TotalTakeMoney;
- // rst.KilledEllitMonsters = this.KilledEllitMonsters;
- // if (Owner is InstancePlayer)
- // {
- // // 统计杀死玩家 //
- // rst.KillPlayers = (Owner as InstancePlayer).KilledPlayersID;
- //
- // }
- // return rst;
- // }
- //
- // public RoomFinishInfoB2R.PlayerResult ToUnitStatisticDataServer()
- // {
- // RoomFinishInfoB2R.PlayerResult rst = new RoomFinishInfoB2R.PlayerResult();
- // rst.ZoneObjectID = Owner.ID;
- // rst.Force = Owner.Force;
- // rst.DeadCount = this.DeadCount;
- // rst.ItemTemplates = this.UseItems;
- // rst.KillUnitCount = this.KillUnitCount;
- // rst.KillEnemyCount = this.GetKillUnitCount(UnitInfo.UnitType.TYPE_MONSTER);
- // rst.KillNeutralityCount = this.GetKillUnitCount(UnitInfo.UnitType.TYPE_NEUTRALITY);
- // rst.KillBuildingCount = this.GetKillUnitCount(UnitInfo.UnitType.TYPE_BUILDING);
- // rst.KillPlayerCount = this.KillPlayerCount;
- // rst.MonsterDamage = this.MonsterDamage;
- // rst.PlayerDamage = this.PlayerDamage;
- // rst.SelfDamage = this.SelfDamage;
- // rst.TotalTakeMoney = this.TotalTakeMoney;
- // rst.KilledEllitMonsters = this.KilledEllitMonsters;
- // // 统计杀死玩家 //
- // if (Owner is InstancePlayer)
- // {
- // var p = Owner as InstancePlayer;
- // rst.KillPlayers = p.KilledPlayersID;
- // rst.PlayerUUID = p.PlayerUUID;
- // }
- // return rst;
- // }
- // public void FromUnitStatisticDataServer(RoomFinishInfoB2R.PlayerResult rst)
- // {
- // this.mDeadCount = rst.DeadCount;
- // this.mUseItems = new List<int>(rst.ItemTemplates);
- // this.mKillUnitCount = rst.KillUnitCount;
- // this.mKillUnitCountMap.Put(UnitInfo.UnitType.TYPE_MONSTER, rst.KillEnemyCount);
- // this.mKillUnitCountMap.Put(UnitInfo.UnitType.TYPE_NEUTRALITY, rst.KillNeutralityCount);
- // this.mKillUnitCountMap.Put(UnitInfo.UnitType.TYPE_BUILDING, rst.KillBuildingCount);
- // this.mKillPlayerCount = rst.KillPlayerCount;
- // this.mOutMonsterDamage = rst.MonsterDamage;
- // this.mOutPlayerDamage = rst.PlayerDamage;
- // this.mSelfDamage = rst.SelfDamage;
- // this.mTotalTakeMoney = rst.TotalTakeMoney;
- // this.mKilledEllitMonsters = new List<int>(rst.KilledEllitMonsters);
- // // 统计杀死玩家 //
- // if (Owner is InstancePlayer)
- // {
- // var p = Owner as InstancePlayer;
- // foreach (var uuid in rst.KillPlayers)
- // {
- // p.PutKillPlayer(uuid);
- // }
- // }
- // }
- // }
- }
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