using CommonAI;
using CommonAI.Data;
using CommonAI.Zone.Formula;
using CommonAI.Zone.Helper;
using CommonLang;
using CommonLang.Log;
using System;
using System.Diagnostics;
using XmdsCommon.Message;
using XmdsCommon.Plugin;
namespace XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator
{
///
/// Author: justsogo
/// Description: 伤害计算器.用于计算伤害结果、公式.
///
///
public class XmdsDamageCalculator
{
//固定系数
//private static readonly float Coefficient_Attack = 1.0f; //攻击系数
//防御系数
private static readonly int[] Coefficient_Defence = new int[13]{
4342, 4342, 4543, 4793,
5085, 5411, 5763, 6131,
6501, 6855, 7165, 7396, 7500};
//pve怪物K值
private static readonly int[] monster_Defence = new int[13]{
0, 100, 300, 800, 2000, 5000, 10000, 15000, 20000, 20000, 20000, 20000, 20000};
//PVP伤害系统
private static readonly float PVP_DAMAGE_COEF = 0.7f; //攻击系数
//boss等级压制
private static readonly float BOSS_LEVEL_SUBDUE = 0.05f;
//神器对无神器伤害加成
private static readonly int S_ArtifactDamage = 1000;
//神器属性
private const float Coefficient_Artifact = 1.1f;
//随从受伤K系数
private static readonly float PET_HIT_DAMAGE_K = 2.0f;
//万分比.
public static float PERER = 10000.0f;
//获得当次攻击结果类型(暴击、闪避、招架、普通攻击).
public static XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt GetAttckRlt(float hitRate, float criRate, float pierceRate, Random random)
{
int sum = 1 * 100 * 1000;
//普通攻击几率.
int normalRate = 0;
//暴击.
int realCriRate = CUtils.CastInt(criRate * sum);
//暴击区间.
int start_cri = 0;
int end_cri = 0;
//招架区间.
int start_parry = 0;
int end_parry = 0;
//普通攻击区间.
int start_normal = 0;
int end_normal = 0;
float overflow = realCriRate - sum;
//超过100.
if (overflow > 0)
{
start_parry = end_normal;
end_parry = start_parry;
start_cri = 0;
end_cri = start_cri + realCriRate;
}
else
{
normalRate = (sum - realCriRate);
start_normal = 0;
end_normal = start_normal + normalRate;
start_parry = end_normal;
end_parry = start_parry;
start_cri = 0;
end_cri = start_cri + realCriRate;
}
int k = (random.Next(0, sum));
#region 调试信息.
//FormatLog("普通区间[{0}-{1})", start_normal, end_normal);
//FormatLog("招架区间[{0}-{1})", start_parry, end_parry);
//FormatLog("闪避区间[{0}-{1})", start_dodge, end_dodge);
//FormatLog("暴击区间[{0}-{1})", start_cri, end_cri);
#endregion
if (IsBetween(k, start_parry, end_parry)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.ParryAttack; }
else if (IsBetween(k, start_cri, end_cri)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.CritAttack; }
else if (IsBetween(k, start_normal, end_normal)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack; }
XmdsVirtual.FormatLog("攻击结果计算异常");
return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack;
}
//判断是否在区间内[).
private static bool IsBetween(int num, int start, int end)
{
if (num >= start && num < end) { return true; }
else { return false; }
}
#region 新战斗公式.
///
/// 判断是否在所指定范围内.
///
public static bool IsInRandomRange(int val, Random random, int range)
{
bool ret;
int r = random.Next(range);
ret = (r <= val) ? true : false;
return ret;
}
///
/// 获得指定范围的值.
///
public static int GetValueFromRange(Random random, int rangeStart, int rangeEnd)
{
int ret = random.Next(rangeStart, rangeEnd);
return ret;
}
///
/// 获得技能伤害(面板+技能效果)
///
///
///
///
///
public static int GetSkillDamage(int CharDamage, float PerDamage, int ExdDamge)
{
int ret = 0;
ret = CUtils.CastInt(CharDamage * (PerDamage / PERER) + ExdDamge);
return ret;
}
///
/// 获得暴击伤害.
///
///
///
///
///
public static int GetCritDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
{
int baseCritDamage = attacker.MirrorProp.CritDamage - hitter.MirrorProp.CritDamageRes;
if (attacker.IsPlayerUnit() && hitter.IsBoss())
{
baseCritDamage += attacker.MirrorProp.ToBossCritDamage ;
}
return baseCritDamage;
}
public static int GetCritHealDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
{
return attacker.MirrorProp.CritDamage;
}
private static int GetDefenceAddition(int level)
{
if (level < 0 || level > 12)
{
return Coefficient_Defence[0];
}
return Coefficient_Defence[level];
}
private static int GetMonsterDefAddition(int level)
{
if (level < 0 || level > 12)
{
return monster_Defence[0];
}
return monster_Defence[level];
}
///
/// 根据攻击类型获得伤害值.
///
///
///
///
///
///
public static int GetDamage(int damageBaseValue, XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source)
{
//攻击与防御公式:伤害=k1*A*(1-D*(1-P)/(D*(1-p)+k2))
//0. 技能总伤害加成.
XmdsSkillType FromSkillType = source == null ? XmdsSkillType.none : source.FromSkillType;
if (FromSkillType == XmdsSkillType.active || FromSkillType == XmdsSkillType.petGiveAcitve || FromSkillType == XmdsSkillType.cardSkill)
{
damageBaseValue = CUtils.CastInt(damageBaseValue * (1 + (attacker.MirrorProp.SkillDamageAdd) / XmdsDamageCalculator.PERER));
}
//1. 计算防御
//真实防御
int attackIgnoreDef = source == null ? 0 : source.ignoreDef;
double realDef = ((hitter.MirrorProp.Defence - attacker.MirrorProp.IgnoreDefense) *
(PERER - attacker.MirrorProp.IgnoreDefensePer - attackIgnoreDef) / PERER);
//完全破防,
if(realDef < 0)
{
//XmdsVirtual.FormatLog(LoggerLevel.ERROR, "0. 防御异常 : {0}, {1}, {2}, {3}, {4}, {5}",
// realDef, hitter.GetStateLv(), hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, hitter.mUnit.Info.Name, attacker.mUnit.Info.Name);
realDef = 0;
}
//防御系数
double DefCoef = realDef / (realDef + GetDefenceAddition(attacker.GetStateLv()));
//2. 计算伤害增加,减免
int addDamage = attacker.MirrorProp.AllDmgAdd;
int damageReduce = hitter.MirrorProp.AllDmgReduce;
int monsterDmgChg = 0; //怪物与玩家间伤害变更
int playerDmgChg = 0; //玩家与玩家间伤害变更
int artifaceMainDamage = 0; // 神器伤害
float monsterAtkPer = 1.0f; // 怪打玩家猎妖相关属性叠加
if (attacker.IsPlayerUnit())
{
if(hitter.IsPlayerUnit())
{
//MMO-14874: 2021.3.30修改成玩家间生效
playerDmgChg += attacker.MirrorProp.PlayerDamageAdd;
playerDmgChg -= hitter.MirrorProp.PlayerDamageReduce;
//3. 杀意值附加,仅限玩家之间PK
playerDmgChg += (attacker.MirrorProp.KillValuePer - hitter.MirrorProp.KillValuePer);
//4. 2021.05.11修改:神器属性加成。有对无,无对有。都是基础加成
// 去掉弱克
if (attacker.GetArtifactIndex() != (int)ArtifactType.None)
{
if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
{
if (((int)attacker.GetArtifactIndex() + 1) % 5 == hitter.GetArtifactDefenceIndex())//强克, 取神器克制属性
{
artifaceMainDamage += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
}
//else if ((hitter.GetArtifactIndex() + 2) % 4 == attacker.GetArtifactIndex())//弱克
//{
// artifaceMainDamage += (attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()] / 2 - hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()]);
//}
else if (((int)hitter.GetArtifactDefenceIndex() + 1) % 5 == attacker.GetArtifactIndex()) //被强克, 取背饰抵御属性
{
artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()];
}
//else if ((attacker.GetArtifactIndex() + 2) % 4 == hitter.GetArtifactIndex()) //被弱克
//{
// artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()] / 2;
//}
}
else
{
artifaceMainDamage += (S_ArtifactDamage + attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()]); //有神器对无背饰
}
}
else if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
{
artifaceMainDamage -= (S_ArtifactDamage + hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()]); //无神器对有背饰
}
//Console.WriteLine("最终神器属性变更:" + artifaceMainDamage);
//5. 五行元素伤害加成()
for (int i = 0; i <= (int)ArtifactType.Fire; i++)
{
if (attacker.MirrorProp.ArtifactAttack[i] == 0)
continue;
// 单个五行元素攻击加成上限5%
// 攻击者元素攻击 / (攻击者元素攻击 + 2 * 受击者元素防御)
artifaceMainDamage += 500 * attacker.MirrorProp.ArtifactAttack[i] / (attacker.MirrorProp.ArtifactAttack[i] + 2 * hitter.MirrorProp.ArtifactDefense[i]);
}
}
else
{ //攻击者是玩家, 受击者是怪物
//6. 怪物伤害加成
monsterDmgChg += attacker.MirrorProp.monsterDamageAdd;
//7. 天命属性伤害加成 (宠物命格)
UnitFateType hitterFateType = hitter.GetUnitFateType();
if (hitterFateType != UnitFateType.None)
{
if (hitterFateType < UnitFateType.None || hitterFateType > UnitFateType.Five)
{
XmdsVirtual.FormatLog(LoggerLevel.ERROR, "单位天赋错误:" + hitter.mInfo.ID + ", 天命值:" + hitterFateType);
return 0;
}
UnitFateType restraintType = (hitterFateType == UnitFateType.One ? UnitFateType.Five : (hitterFateType - 1));
// 队伍宠物
monsterDmgChg += attacker.mUnit.GetTeamFateValue(restraintType);
//个人天命属性加成
monsterDmgChg += attacker.MirrorProp.MonsterRestraint[(int)restraintType-1];
}
//8. MMO-17397: 额外扭曲系统:玩家神兵克制怪物命格
//怪物的天命对应五行:1金 2木 3土 4水 5火
if (attacker.IsHasArtifact() && (hitterFateType == UnitFateType.None || attacker.IsArtifactRestrain(hitterFateType)))
{
monsterDmgChg += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
}
//9. 玩家猎妖伤害值
//damageBaseValue += attacker.MirrorProp.MaxMonsterAttack;
}
}
else
{
//攻击者为怪物, 受击者是玩家
if (hitter.IsPlayerUnit())
{
monsterDmgChg -= hitter.MirrorProp.monsterDamageReduce;
//猎妖防御系数
if(hitter.GetStateLv() > 0)
{
int atkMonsterDef = GetMonsterDefAddition(attacker.GetStateLv());
if(atkMonsterDef > 0)
{
monsterAtkPer = 2.0f * atkMonsterDef / (atkMonsterDef + hitter.MirrorProp.MaxMonsterDef);
}
}
}
}
float allDmgChgFinal = GetFinalDamageValue(addDamage - damageReduce);
float monsterDmgChgFinal = GetFinalDamageValue(monsterDmgChg);
float playerDmgChgFinal = GetFinalDamageValue(playerDmgChg);
float artifaceDmgChgFinal = GetFinalDamageValue(artifaceMainDamage);
int damage = CUtils.CastInt(damageBaseValue * (1.0f - DefCoef) * allDmgChgFinal * monsterDmgChgFinal * playerDmgChgFinal * artifaceDmgChgFinal * monsterAtkPer);
//异常日志输出--justsogo
#if JSG_DMG_LOG
if (damageBaseValue > 50 && (damage <= 1 || damage > 30000000))
{
XmdsVirtual.FormatLog(LoggerLevel.ERROR, "----1. 伤害异常 : {0}, {1}, {2}, {3}, 防御信息:{4}, {5}, {6}", attacker.mInfo.Name, hitter.mInfo.Name,
FromSkillType, damage, hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, attacker.MirrorProp.IgnoreDefensePer);
int spellInfo = source.FromSpell == null ? 0 : source.FromSpell.ID;
XmdsVirtual.FormatLog(LoggerLevel.ERROR, "2. 伤害异常 : {0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}",
damageBaseValue, DefCoef, damageReduce, addDamage, artifaceMainDamage, spellInfo, attacker.mUnit.PlayerUUID, hitter.mUnit.PlayerUUID);
//XmdsVirtual.FormatLog(LoggerLevel.ERROR, "3. 伤害异常受击防御 : {0},攻击穿透:{1},防御系数:{2},杀意信息:{3},{4}",
// hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefensePer, GetDefenceAddition(hitter.GetStateLv()),
// hitter.MirrorProp.KillValuePer, attacker.MirrorProp.KillValuePer);
}
#endif
//Console.WriteLine("受击ID: " + hitter.mUnit.ID + ", " + damage);
if (attacker.IsPlayerUnit())
{
if(hitter.IsPlayerUnit())
{
damage = CUtils.CastInt(damage * PVP_DAMAGE_COEF);
}
}
else if(attacker.IsLvRepress() && attacker.mUnit.Level > hitter.mUnit.Level)
{
//LvRepress
damage = CUtils.CastInt(damage * (1 + (attacker.mUnit.Level - hitter.mUnit.Level) * BOSS_LEVEL_SUBDUE));
}
return Math.Max(damage, 1);
}
public static int GetPetDamage(int damageBaseValue, XmdsVirtual pet)
{
//防御属性
float finalDef = pet.MirrorProp.Defence;
float ingoreDmg = 1.0f - finalDef / (finalDef + GetDefenceAddition(pet.GetStateLv()));
//伤害变更(免伤,受伤加深)
float allDmgChg = GetFinalDamageValue(pet.MirrorProp.AllDmgAdd - pet.MirrorProp.AllDmgReduce);
int finalDmg = Math.Max(1, (int)(damageBaseValue * PET_HIT_DAMAGE_K * ingoreDmg * allDmgChg));
return finalDmg;
}
private static float GetFinalDamageValue(int value)
{
if (value < 0)
{
return 1.0f + Math.Max(-XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
}
else
{
return 1.0f + Math.Min(XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
}
}
public static int GetDefByLevel(int level)
{
if(level <= 70)
{
return Coefficient_Defence[0];
}
int UpLevel = Math.Min(12 ,(level - 70) / 10);
return Coefficient_Defence[UpLevel];
}
#endregion
}
}