XmdsSkill.cs 16 KB

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  1. using CommonAI.Zone;
  2. using CommonAI.Zone.Instance;
  3. using CommonAI.Zone.Formula;
  4. using CommonAI.Zone.UnitTriggers;
  5. using CommonLang;
  6. using CommonLang.Log;
  7. using CommonLang.Property;
  8. using System;
  9. using System.Collections.Generic;
  10. using System.Linq;
  11. using System.Text;
  12. using XmdsCommon.Plugin;
  13. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  14. using CommonAI.Data;
  15. using XmdsCommonServer.XLS.Data;
  16. using XmdsCommonSkill.Plugin.CardSkill;
  17. using XmdsCommon.JSGModule.Interface;
  18. using XmdsCommonServer.Plugin.Base;
  19. namespace XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills
  20. {
  21. #region Skill.
  22. public enum AbstractSkillType
  23. {
  24. Value1 = 0, //
  25. Value2 = 1, //
  26. Value3 = 2, //
  27. Value4 = 3, //
  28. }
  29. //技能老祖.
  30. public abstract class AbstractSkill : IComparable<AbstractSkill>
  31. {
  32. public AbstractSkill()
  33. {
  34. }
  35. public abstract int SkillID { get; }
  36. public int CompareTo(AbstractSkill obj)
  37. {
  38. SkillTypeAttribute desc_a = PropertyUtil.GetAttribute<SkillTypeAttribute>(this.GetType());
  39. SkillTypeAttribute desc_b = PropertyUtil.GetAttribute<SkillTypeAttribute>(obj.GetType());
  40. int r0 = desc_a.Category.CompareTo(desc_b.Category);
  41. if (r0 != 0)
  42. {
  43. return r0;
  44. }
  45. return this.SkillID - obj.SkillID;
  46. }
  47. public abstract void SkillDataChange(GameSkill gs, XmdsVirtual unit);
  48. public abstract int GetSkillValue(AbstractSkillType type);
  49. /// <summary>
  50. /// 初始化完所有技能回调
  51. /// </summary>
  52. public virtual void InitOver(XmdsVirtual unit, GameSkill info) { OnInitOver(unit, info); }
  53. protected virtual void OnInitOver(XmdsVirtual unit, GameSkill info) { }
  54. protected void InitData(XmdsSkillData data, out XmdsSkillValue v, XmdsSkillData.XmdsSkillDataKey key)
  55. {
  56. try
  57. {
  58. v = data.GetParamValue(key);
  59. }
  60. catch (Exception error)
  61. {
  62. XmdsBattleHelper.LogError(string.Format("Skill【{0}】InitSkillParam【{1}】 \r\nError:{2}", this.SkillID, key, error.ToString()));
  63. v = XmdsSkillValue.Default;
  64. }
  65. }
  66. //接口之前相互手动调用
  67. public virtual void DoSkillDispose(int skillID) { }
  68. }
  69. //技能基类.
  70. public abstract class UnitSkill : AbstractSkill {
  71. protected static Logger log = LoggerFactory.GetLogger("XmdsBattleSkill");
  72. //技能是否激活
  73. private bool mIsActive = true;
  74. public bool IsActive{get{return this.mIsActive;} set{this.mIsActive = value;}
  75. }
  76. /// <summary>
  77. /// 初始化主动技能
  78. /// </summary>
  79. public void Init(GameSkill info, XmdsVirtual unit, ref SkillTemplate template)
  80. {
  81. OnRegistEvent();
  82. OnBaseInit(info, unit, ref template);
  83. //伤害监听.
  84. if(unit != null)
  85. {
  86. unit.RegistCalDamage(OnCallDamageProcess, info, false, this.SkillID);
  87. //技能MP消耗预判.
  88. unit.RegistTryLaunchSkillEvent(OnUnitLaunchSkillEvent, info, false);
  89. //技能MP消耗.
  90. unit.RegistLaunchSkillOver(OnUnitLaunchSkillOver, info, false);
  91. }
  92. }
  93. //只调用一次的初始化
  94. public void InitSkillParam()
  95. {
  96. OnBaseDataInit();
  97. OnInitSkillParam();
  98. }
  99. public override void SkillDataChange(GameSkill gs, XmdsVirtual unit)
  100. {
  101. OnSkillDataChange(gs, unit);
  102. }
  103. protected virtual void OnSkillDataChange(GameSkill gs, XmdsVirtual unit)
  104. {
  105. }
  106. protected virtual void OnBaseDataInit() { }
  107. protected virtual void OnInitSkillParam()
  108. {
  109. }
  110. // 每次加载技能都会调用。初始化配置,针对于人物技能多重继承
  111. protected virtual void OnInitConfig()
  112. {
  113. }
  114. protected virtual void OnRegistEvent()
  115. {
  116. }
  117. protected virtual void OnBaseInit(GameSkill info, XmdsVirtual unit, ref SkillTemplate template)
  118. {
  119. }
  120. private int OnHitProcess(XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source, GameSkill gs, ref XmdsCommonServer.Plugin.XmdsVirtual.AtkResult result)
  121. {
  122. int ret = 0;
  123. //技能逻辑.
  124. return ret;
  125. }
  126. /// <summary>
  127. /// 计算伤害事件结果.
  128. /// </summary>
  129. /// <param name="attacker"></param>
  130. /// <param name="hitter"></param>
  131. /// <param name="source"></param>
  132. /// <param name="gs"></param>
  133. /// <param name="result"></param>
  134. /// <returns></returns>
  135. public virtual bool OnCallDamageProcess(XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source, GameSkill gs, ref XmdsCommonServer.Plugin.XmdsVirtual.AtkResult result, ref int damage)
  136. {
  137. return true;
  138. }
  139. /// <summary>
  140. /// 技能施放预判断.
  141. /// </summary>
  142. /// <param name="skill"></param>
  143. /// <param name="launcher"></param>
  144. /// <returns></returns>
  145. protected virtual bool OnUnitLaunchSkillEvent(GameSkill info, ref InstanceUnit.SkillState skill, XmdsVirtual launcher, ref InstanceUnit.LaunchSkillParam param)
  146. {
  147. return true;
  148. }
  149. /// <summary>
  150. /// 技能施放完成监听.
  151. /// </summary>
  152. /// <param name="costEnergy"></param>
  153. /// <param name="attacker"></param>
  154. /// <param name="state"></param>
  155. /// <returns></returns>
  156. protected virtual int OnUnitLaunchSkillOver(GameSkill info, XmdsCommonServer.Plugin.XmdsVirtual attacker, CommonAI.Zone.Instance.InstanceUnit.SkillState state)
  157. {
  158. return 0;
  159. }
  160. /// <summary>
  161. /// 输出错误日志.
  162. /// </summary>
  163. /// <param name="text"></param>
  164. protected virtual void LogError(string text = null)
  165. {
  166. if (text != null)
  167. {
  168. log.Error(string.Format("技能【{0}】配置错误:{1}", SkillID, text));
  169. }
  170. else
  171. {
  172. log.Error(string.Format("技能【{0}】配置错误", SkillID));
  173. }
  174. }
  175. public virtual bool SkillAutoLaunchTest(InstanceUnit.SkillState ss, XmdsVirtual launcher) { return true; }
  176. public void Update(int intervalMS, bool slowRefresh) { OnUpdate(intervalMS, slowRefresh); }
  177. protected virtual void OnUpdate(int intervalMS, bool slowRefresh) { }
  178. /// <summary>
  179. /// 技能被销毁.
  180. /// </summary>
  181. public virtual void Dispose() { }
  182. }
  183. #endregion
  184. #region PassiveSkills
  185. public abstract class UnitPassiveSkill : AbstractSkill
  186. {
  187. protected static Logger log = LoggerFactory.GetLogger("XmdsBattleSkill");
  188. public void Init(GameSkill skillInfo, XmdsVirtual owner)
  189. {
  190. this.OnInitConfig(skillInfo);
  191. OnInit(skillInfo, owner);
  192. }
  193. //只调用一次的初始化
  194. public void InitSkillParam()
  195. {
  196. OnInitSkillParam();
  197. }
  198. protected virtual void OnInitSkillParam()
  199. {
  200. }
  201. // 每次加载技能都会调用。初始化配置,针对于人物技能多重继承
  202. protected virtual void OnInitConfig(GameSkill skillInfo)
  203. {
  204. }
  205. public void Update(int intervalMS, bool slowRefresh) { OnUpdate(intervalMS, slowRefresh); }
  206. public void Dispose(XmdsVirtual owner) { OnDispose(owner); }
  207. protected virtual void OnDispose(XmdsVirtual owner) { }
  208. protected virtual void OnInit(GameSkill skillInfo, XmdsVirtual owner) { }
  209. protected virtual void OnUpdate(int intervalMS, bool slowRefresh) { }
  210. protected virtual void LogError(string text = null)
  211. {
  212. if (text != null) { log.Error(string.Format("被动技能【{0}】配置错误:{1}", SkillID, text)); }
  213. else { log.Error(string.Format("被动技能【{0}】配置错误", SkillID)); }
  214. }
  215. public virtual bool ValidParameter(int lv, float[] formula)
  216. {
  217. bool ret = false;
  218. if (lv > formula.Length || lv <= 0) { ret = false; LogError(); }
  219. else { ret = true; }
  220. return ret;
  221. }
  222. public virtual int GetCDTotalTime() { return 0; }
  223. public virtual int GetCDPassTime() { return 0; }
  224. public virtual void SetCDPassTime(int timeMS) { }
  225. public virtual int GetDecreaseTotalTimeMS() { return 0; }
  226. public virtual void SetDecreaseTotalTimeMS(int timeMS) { }
  227. public override void SkillDataChange(GameSkill gs, XmdsVirtual unit)
  228. {
  229. OnSkillDataChange(gs, unit);
  230. }
  231. protected virtual void OnSkillDataChange(GameSkill gs, XmdsVirtual unit)
  232. {
  233. }
  234. }
  235. #endregion
  236. #region BUFF.
  237. /// <summary>
  238. /// BUFF基类.
  239. /// </summary>
  240. public abstract class UnitBuff : XmdsBuffVirtual
  241. {
  242. //buff等级.
  243. private int mBuffLv = 0;
  244. //绑定编辑器BUFF.
  245. protected int BindBuffID = 0;
  246. /// <summary>
  247. /// 是否无效.
  248. /// </summary>
  249. protected bool mInvalid = false;
  250. /// <summary>
  251. /// 能力ID(决定buff作用.)
  252. /// </summary>
  253. public abstract int GetAbilityID();
  254. /// <summary>
  255. /// BUFF等级.
  256. /// </summary>
  257. public virtual int BuffLV
  258. {
  259. set
  260. {
  261. mBuffLv = value;
  262. }
  263. get
  264. {
  265. return mBuffLv;
  266. }
  267. }
  268. protected virtual void OnBindTemplate(ref BuffTemplate buffTemplate)
  269. {
  270. }
  271. //重载BUFF模板,修改属性.
  272. public void OverrideTemplate(ref BuffTemplate buffTemplate)
  273. {
  274. BindBuffID = buffTemplate.ID;
  275. (buffTemplate.Properties as XmdsBuffProperties).addBuffVirtual(this);
  276. OnBindTemplate(ref buffTemplate);
  277. }
  278. public virtual void BuffBegin(XmdsVirtual hitter, XmdsVirtual attacker, InstanceUnit.BuffState state)
  279. {
  280. }
  281. public virtual void BuffEnd(XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace)
  282. {
  283. }
  284. public virtual int BuffHit(XmdsVirtual hitter, XmdsVirtual attacker, AttackSource source, ref XmdsVirtual.AtkResult result)
  285. {
  286. return 0;
  287. }
  288. /// <summary>
  289. /// 是否有
  290. /// </summary>
  291. /// <returns></returns>
  292. public bool IsInvaild() { return mInvalid; }
  293. public virtual void CopyTo(UnitBuff other)
  294. {
  295. other.BindBuffID = this.BindBuffID;
  296. other.mBuffLv = this.mBuffLv;
  297. }
  298. public virtual void BuffUpdate(XmdsVirtual unit, InstanceUnit.BuffState state) { }
  299. }
  300. #endregion
  301. #region 事件监听.
  302. //监听事件.
  303. /// <summary>
  304. /// 产生伤害监听.
  305. /// </summary>
  306. public delegate float IOnHit(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source,
  307. ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch);
  308. /// <summary>
  309. /// 被动触发监听
  310. /// </summary>
  311. public delegate void IOnTriggerStart(XmdsVirtual unit, XmdsVirtual target, UnitTriggerTemplate trigger, GameSkill sk);
  312. /// <summary>
  313. /// 测试Buff监听.
  314. /// </summary>
  315. public delegate void IOnBuffEvent(XmdsVirtual unit, InstanceUnit.BuffState buff, string result, GameSkill sk);
  316. /// <summary>
  317. /// 测试技能监听.
  318. /// </summary>
  319. public delegate bool ITestLaunchSkill(XmdsVirtual unit, InstanceUnit.SkillState skill, GameSkill sk);
  320. /// <summary>
  321. ///伤害计算监听.
  322. /// </summary>
  323. /// <param name="attacker"></param>
  324. /// <param name="hitter"></param>
  325. /// <param name="source"></param>
  326. /// <returns></returns>
  327. public delegate bool ICalDamage(XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source, GameSkill gs, ref XmdsCommonServer.Plugin.XmdsVirtual.AtkResult result, ref int damage);
  328. /// <summary>
  329. ///仇恨计算监听.
  330. /// </summary>
  331. /// <param name="attacker"></param>
  332. /// <param name="hitter"></param>
  333. /// <param name="source"></param>
  334. /// <returns></returns>
  335. public delegate void ICalThreadValue(XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source, GameSkill gs, ref XmdsCommonServer.Plugin.XmdsVirtual.AtkResult result);
  336. /// <summary>
  337. /// 技能释放完毕.
  338. /// </summary>
  339. /// <param name="attacker"></param>
  340. /// <param name="state"></param>
  341. /// <returns></returns>
  342. public delegate int ILaunchSkillOver(GameSkill info, XmdsVirtual attacker, CommonAI.Zone.Instance.InstanceUnit.SkillState state);
  343. /// <summary>
  344. /// 测试攻击目标监听.
  345. /// </summary>
  346. /// <param name="target"></param>
  347. /// <param name="sk"></param>
  348. /// <returns></returns>
  349. public delegate XmdsVirtual IGetAtkTarget(XmdsVirtual target, GameSkill sk);
  350. public delegate void IGetSkillDamageInfo(XmdsVirtual attacker, XmdsVirtual hitter,
  351. ref AttackSource source, GameSkill gs);
  352. /// <summary>
  353. /// 技能结束监听.
  354. /// </summary>
  355. /// <param name="owner"></param>
  356. /// <param name="state"></param>
  357. public delegate void IStateSkillEnd(XmdsVirtual owner, InstanceUnit.StateSkill state, GameSkill gs);
  358. /// <summary>
  359. /// 添加buff监听.
  360. /// </summary>
  361. /// <param name="buff"></param>
  362. /// <param name="attacker"></param>
  363. /// <param name="hitter"></param>
  364. public delegate bool ITryAddBuffEvent(ref BuffTemplate buff, XmdsVirtual attacker, XmdsVirtual hitter, GameSkill skill);
  365. public delegate bool IRemoveBuffEvent(ref BuffTemplate buff, XmdsVirtual player, BuffRemoveType type);
  366. /** 给其他玩家添加buff监听. */
  367. public delegate void ISendBuffEvent(BuffTemplate buff, XmdsVirtual attacker, XmdsVirtual hitter);
  368. /// <summary>
  369. /// 重定向Spell监听.
  370. /// </summary>
  371. /// <param name="spell"></param>
  372. /// <param name="launcher"></param>
  373. public delegate void ITrySendSpellEvent(GameSkill skill, XmdsVirtual launcher, LaunchSpell launch, ref SpellTemplate spell, ref JSGCreateSpellData createData, ref float startX, ref float startY);
  374. //法术释放完毕
  375. public delegate void ISendSpellOverEvent(LaunchSpell launch, XmdsVirtual launcher, SpellTemplate spell, GameSkill skill, float startX, float startY);
  376. /// <summary>
  377. /// 监听施放技能.
  378. /// </summary>
  379. /// <param name="skill"></param>
  380. /// <param name="launcher"></param>
  381. public delegate bool ITryLaunchSkillEvent(GameSkill skillInfo, ref InstanceUnit.SkillState skill, XmdsVirtual launcher, ref InstanceUnit.LaunchSkillParam param);
  382. /// <summary>
  383. /// 触发宠物提供给人物的技能能力
  384. /// 返回true,结束下层传递
  385. /// </summary>
  386. /// <param name="skill"></param>
  387. /// <param name="launcher"></param>
  388. public delegate bool ITriggerPetSkillEvent(GameSkill skillInfo, ref InstanceUnit.SkillState skill, XmdsVirtual launcher, ref InstanceUnit.LaunchSkillParam param);
  389. /// <summary>
  390. /// 技能被打断事件通知
  391. ///
  392. /// </summary>
  393. /// <param name="skill"></param>
  394. /// <param name="launcher"></param>
  395. public delegate bool ISkillBlockEvent(XmdsVirtual launcher, InstanceUnit.StateSkill skill, InstanceUnit.State newState);
  396. /// <summary>
  397. /// 技能被打断事件通知
  398. ///
  399. /// </summary>
  400. /// <param name="skill"></param>
  401. /// <param name="launcher"></param>
  402. public delegate bool IAddOtherHPEvent(int hp, InstanceUnit sender, InstanceUnit hitter, out int finalHP);
  403. //宠物承担主人伤害事件
  404. public delegate int IShareMasterDmgEvent(int hp, InstanceUnit sender, InstanceUnit unit, GameSkill info, ref bool isEndDispatch);
  405. //扣定力
  406. public delegate bool IReduceOtherMpEvent(int mp, InstanceUnit sender, InstanceUnit hitter, out int finalMP, AttackSource source);
  407. //得卡牌球
  408. public delegate bool ITryAddCardBallEvent(XmdsVirtual player, CreateCardBallSource type, CardType cardType);
  409. //释放卡牌技能
  410. public delegate bool ITriggerCardSkillEvent(XmdsVirtual player, XmdsVirtual hitter, GameSkill info, CardType cardType, int sameNums);
  411. #endregion
  412. #region 战斗特殊事件.
  413. #endregion
  414. }