XmdsDamageCalculator.cs 17 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. namespace XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator
  12. {
  13. /// <summary>
  14. /// Author: justsogo
  15. /// Description: 伤害计算器.用于计算伤害结果、公式.
  16. /// </summary>
  17. ///
  18. public class XmdsDamageCalculator
  19. {
  20. //固定系数
  21. //private static readonly float Coefficient_Attack = 1.0f; //攻击系数
  22. //防御系数
  23. private static readonly int[] Coefficient_Defence = new int[13]{
  24. 4342, 4342, 4543, 4793,
  25. 5085, 5411, 5763, 6131,
  26. 6501, 6855, 7165, 7396, 7500};
  27. //pve怪物K值
  28. private static readonly int[] monster_Defence = new int[13]{
  29. 0, 100, 300, 800, 2000, 5000, 10000, 15000, 20000, 20000, 20000, 20000, 20000};
  30. //PVP伤害系统
  31. private static readonly float PVP_DAMAGE_COEF = 0.7f; //攻击系数
  32. //boss等级压制
  33. private static readonly float BOSS_LEVEL_SUBDUE = 0.05f;
  34. //神器对无神器伤害加成
  35. private static readonly int S_ArtifactDamage = 1000;
  36. //神器属性
  37. private const float Coefficient_Artifact = 1.1f;
  38. //随从受伤K系数
  39. private static readonly float PET_HIT_DAMAGE_K = 2.0f;
  40. //万分比.
  41. public static float PERER = 10000.0f;
  42. public static void Init()
  43. {
  44. // 人物K
  45. try
  46. {
  47. string [] data = XmdsConfig.Instance.Coefficient_Defence.Split(',');
  48. if(data == null || data.Length != Coefficient_Defence.Length)
  49. {
  50. throw new Exception("人物K数据异常");
  51. }
  52. for(int i = 0; i < data.Length; i++)
  53. {
  54. Coefficient_Defence[i] = int.Parse(data[i]);
  55. }
  56. XmdsVirtual.FormatLog(LoggerLevel.INFO, "初始化人物K异常 : {0}", Coefficient_Defence);
  57. }
  58. catch (Exception e)
  59. {
  60. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "初始化人物K异常 : {0}", e);
  61. }
  62. // 怪物K
  63. try
  64. {
  65. string[] data = XmdsConfig.Instance.monster_Defence.Split(',');
  66. if (data == null || data.Length != monster_Defence.Length)
  67. {
  68. throw new Exception("人物K数据异常");
  69. }
  70. for (int i = 0; i < data.Length; i++)
  71. {
  72. monster_Defence[i] = int.Parse(data[i]);
  73. }
  74. XmdsVirtual.FormatLog(LoggerLevel.INFO, "初始化人物K异常 : {0}", monster_Defence);
  75. }
  76. catch (Exception e)
  77. {
  78. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "初始化怪物K异常 : {0}", e);
  79. }
  80. }
  81. //获得当次攻击结果类型(暴击、闪避、招架、普通攻击).
  82. public static XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt GetAttckRlt(float hitRate, float criRate, float pierceRate, Random random)
  83. {
  84. int sum = 1 * 100 * 1000;
  85. //普通攻击几率.
  86. int normalRate = 0;
  87. //暴击.
  88. int realCriRate = CUtils.CastInt(criRate * sum);
  89. //暴击区间.
  90. int start_cri = 0;
  91. int end_cri = 0;
  92. //招架区间.
  93. int start_parry = 0;
  94. int end_parry = 0;
  95. //普通攻击区间.
  96. int start_normal = 0;
  97. int end_normal = 0;
  98. float overflow = realCriRate - sum;
  99. //超过100.
  100. if (overflow > 0)
  101. {
  102. start_parry = end_normal;
  103. end_parry = start_parry;
  104. start_cri = 0;
  105. end_cri = start_cri + realCriRate;
  106. }
  107. else
  108. {
  109. normalRate = (sum - realCriRate);
  110. start_normal = 0;
  111. end_normal = start_normal + normalRate;
  112. start_parry = end_normal;
  113. end_parry = start_parry;
  114. start_cri = 0;
  115. end_cri = start_cri + realCriRate;
  116. }
  117. int k = (random.Next(0, sum));
  118. #region 调试信息.
  119. //FormatLog("普通区间[{0}-{1})", start_normal, end_normal);
  120. //FormatLog("招架区间[{0}-{1})", start_parry, end_parry);
  121. //FormatLog("闪避区间[{0}-{1})", start_dodge, end_dodge);
  122. //FormatLog("暴击区间[{0}-{1})", start_cri, end_cri);
  123. #endregion
  124. if (IsBetween(k, start_parry, end_parry)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.ParryAttack; }
  125. else if (IsBetween(k, start_cri, end_cri)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.CritAttack; }
  126. else if (IsBetween(k, start_normal, end_normal)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack; }
  127. XmdsVirtual.FormatLog("攻击结果计算异常");
  128. return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack;
  129. }
  130. //判断是否在区间内[).
  131. private static bool IsBetween(int num, int start, int end)
  132. {
  133. if (num >= start && num < end) { return true; }
  134. else { return false; }
  135. }
  136. #region 新战斗公式.
  137. /// <summary>
  138. /// 判断是否在所指定范围内.
  139. /// </summary>
  140. public static bool IsInRandomRange(int val, Random random, int range)
  141. {
  142. bool ret;
  143. int r = random.Next(range);
  144. ret = (r <= val) ? true : false;
  145. return ret;
  146. }
  147. /// <summary>
  148. /// 获得指定范围的值.
  149. /// </summary>
  150. public static int GetValueFromRange(Random random, int rangeStart, int rangeEnd)
  151. {
  152. int ret = random.Next(rangeStart, rangeEnd);
  153. return ret;
  154. }
  155. /// <summary>
  156. /// 获得技能伤害(面板+技能效果)
  157. /// </summary>
  158. /// <param name="CharDamage"></param>
  159. /// <param name="PerDamage"></param>
  160. /// <param name="ExdDamge"></param>
  161. /// <returns></returns>
  162. public static int GetSkillDamage(int CharDamage, float PerDamage, int ExdDamge)
  163. {
  164. int ret = 0;
  165. ret = CUtils.CastInt(CharDamage * (PerDamage / PERER) + ExdDamge);
  166. return ret;
  167. }
  168. /// <summary>
  169. /// 获得暴击伤害.
  170. /// </summary>
  171. /// <param name="damage"></param>
  172. /// <param name="attacker"></param>
  173. /// <param name="hitter"></param>
  174. /// <returns></returns>
  175. public static int GetCritDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  176. {
  177. int baseCritDamage = attacker.MirrorProp.CritDamage - hitter.MirrorProp.CritDamageRes;
  178. if (attacker.IsPlayerUnit() && hitter.IsBoss())
  179. {
  180. baseCritDamage += attacker.MirrorProp.ToBossCritDamage ;
  181. }
  182. return baseCritDamage;
  183. }
  184. public static int GetCritHealDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  185. {
  186. return attacker.MirrorProp.CritDamage;
  187. }
  188. private static int GetDefenceAddition(int level)
  189. {
  190. if (level < 0 || level > 12)
  191. {
  192. return Coefficient_Defence[0];
  193. }
  194. return Coefficient_Defence[level];
  195. }
  196. private static int GetMonsterDefAddition(int level)
  197. {
  198. if (level < 0 || level > 12)
  199. {
  200. return monster_Defence[0];
  201. }
  202. return monster_Defence[level];
  203. }
  204. /// <summary>
  205. /// 根据攻击类型获得伤害值.
  206. /// </summary>
  207. /// <param name="damageBaseValue"></param>
  208. /// <param name="atkType"></param>
  209. /// <param name="attacker"></param>
  210. /// <param name="hitter"></param>
  211. /// <returns></returns>
  212. public static int GetDamage(int damageBaseValue, XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source)
  213. {
  214. //攻击与防御公式:伤害=k1*A*(1-D*(1-P)/(D*(1-p)+k2))
  215. //0. 技能总伤害加成.
  216. XmdsSkillType FromSkillType = source == null ? XmdsSkillType.none : source.FromSkillType;
  217. if (FromSkillType == XmdsSkillType.active || FromSkillType == XmdsSkillType.petGiveAcitve || FromSkillType == XmdsSkillType.cardSkill)
  218. {
  219. damageBaseValue = CUtils.CastInt(damageBaseValue * (1 + (attacker.MirrorProp.SkillDamageAdd) / XmdsDamageCalculator.PERER));
  220. }
  221. //1. 计算防御
  222. //真实防御
  223. int attackIgnoreDef = source == null ? 0 : source.ignoreDef;
  224. double realDef = ((hitter.MirrorProp.Defence - attacker.MirrorProp.IgnoreDefense) *
  225. (PERER - attacker.MirrorProp.IgnoreDefensePer - attackIgnoreDef) / PERER);
  226. //完全破防,
  227. if(realDef < 0)
  228. {
  229. //XmdsVirtual.FormatLog(LoggerLevel.ERROR, "0. 防御异常 : {0}, {1}, {2}, {3}, {4}, {5}",
  230. // realDef, hitter.GetStateLv(), hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, hitter.mUnit.Info.Name, attacker.mUnit.Info.Name);
  231. realDef = 0;
  232. }
  233. //防御系数
  234. double DefCoef = realDef / (realDef + GetDefenceAddition(attacker.GetStateLv()));
  235. //2. 计算伤害增加,减免
  236. int addDamage = attacker.MirrorProp.AllDmgAdd;
  237. int damageReduce = hitter.MirrorProp.AllDmgReduce;
  238. int monsterDmgChg = 0; //怪物与玩家间伤害变更
  239. int playerDmgChg = 0; //玩家与玩家间伤害变更
  240. int artifaceMainDamage = 0; // 神器伤害
  241. float monsterAtkPer = 1.0f; // 怪打玩家猎妖相关属性叠加
  242. if (attacker.IsPlayerUnit())
  243. {
  244. if(hitter.IsPlayerUnit())
  245. {
  246. //MMO-14874: 2021.3.30修改成玩家间生效
  247. playerDmgChg += attacker.MirrorProp.PlayerDamageAdd;
  248. playerDmgChg -= hitter.MirrorProp.PlayerDamageReduce;
  249. //3. 杀意值附加,仅限玩家之间PK
  250. playerDmgChg += (attacker.MirrorProp.KillValuePer - hitter.MirrorProp.KillValuePer);
  251. //4. 2021.05.11修改:神器属性加成。有对无,无对有。都是基础加成
  252. // 去掉弱克
  253. if (attacker.GetArtifactIndex() != (int)ArtifactType.None)
  254. {
  255. if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  256. {
  257. if (((int)attacker.GetArtifactIndex() + 1) % 5 == hitter.GetArtifactDefenceIndex())//强克, 取神器克制属性
  258. {
  259. artifaceMainDamage += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  260. }
  261. //else if ((hitter.GetArtifactIndex() + 2) % 4 == attacker.GetArtifactIndex())//弱克
  262. //{
  263. // artifaceMainDamage += (attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()] / 2 - hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()]);
  264. //}
  265. else if (((int)hitter.GetArtifactDefenceIndex() + 1) % 5 == attacker.GetArtifactIndex()) //被强克, 取背饰抵御属性
  266. {
  267. artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()];
  268. }
  269. //else if ((attacker.GetArtifactIndex() + 2) % 4 == hitter.GetArtifactIndex()) //被弱克
  270. //{
  271. // artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()] / 2;
  272. //}
  273. }
  274. else
  275. {
  276. artifaceMainDamage += (S_ArtifactDamage + attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()]); //有神器对无背饰
  277. }
  278. }
  279. else if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  280. {
  281. artifaceMainDamage -= (S_ArtifactDamage + hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()]); //无神器对有背饰
  282. }
  283. //Console.WriteLine("最终神器属性变更:" + artifaceMainDamage);
  284. //5. 五行元素伤害加成()
  285. for (int i = 0; i <= (int)ArtifactType.Fire; i++)
  286. {
  287. if (attacker.MirrorProp.ArtifactAttack[i] == 0)
  288. continue;
  289. // 单个五行元素攻击加成上限5%
  290. // 攻击者元素攻击 / (攻击者元素攻击 + 2 * 受击者元素防御)
  291. artifaceMainDamage += 500 * attacker.MirrorProp.ArtifactAttack[i] / (attacker.MirrorProp.ArtifactAttack[i] + 2 * hitter.MirrorProp.ArtifactDefense[i]);
  292. }
  293. }
  294. else
  295. { //攻击者是玩家, 受击者是怪物
  296. //6. 怪物伤害加成
  297. monsterDmgChg += attacker.MirrorProp.monsterDamageAdd;
  298. //7. 天命属性伤害加成 (宠物命格)
  299. UnitFateType hitterFateType = hitter.GetUnitFateType();
  300. if (hitterFateType != UnitFateType.None)
  301. {
  302. if (hitterFateType < UnitFateType.None || hitterFateType > UnitFateType.Five)
  303. {
  304. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "单位天赋错误:" + hitter.mInfo.ID + ", 天命值:" + hitterFateType);
  305. return 0;
  306. }
  307. UnitFateType restraintType = (hitterFateType == UnitFateType.One ? UnitFateType.Five : (hitterFateType - 1));
  308. // 队伍宠物
  309. monsterDmgChg += attacker.mUnit.GetTeamFateValue(restraintType);
  310. //个人天命属性加成
  311. monsterDmgChg += attacker.MirrorProp.MonsterRestraint[(int)restraintType-1];
  312. }
  313. //8. MMO-17397: 额外扭曲系统:玩家神兵克制怪物命格
  314. //怪物的天命对应五行:1金 2木 3土 4水 5火
  315. if (attacker.IsHasArtifact() && (hitterFateType == UnitFateType.None || attacker.IsArtifactRestrain(hitterFateType)))
  316. {
  317. monsterDmgChg += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  318. }
  319. //9. 玩家猎妖伤害值
  320. //damageBaseValue += attacker.MirrorProp.MaxMonsterAttack;
  321. }
  322. }
  323. else
  324. {
  325. //攻击者为怪物, 受击者是玩家
  326. if (hitter.IsPlayerUnit())
  327. {
  328. monsterDmgChg -= hitter.MirrorProp.monsterDamageReduce;
  329. //猎妖防御系数
  330. if(hitter.GetStateLv() > 0)
  331. {
  332. int atkMonsterDef = GetMonsterDefAddition(attacker.GetStateLv());
  333. if(atkMonsterDef > 0)
  334. {
  335. monsterAtkPer = 2.0f * atkMonsterDef / (atkMonsterDef + hitter.MirrorProp.MaxMonsterDef);
  336. }
  337. }
  338. }
  339. }
  340. float allDmgChgFinal = GetFinalDamageValue(addDamage - damageReduce);
  341. float monsterDmgChgFinal = GetFinalDamageValue(monsterDmgChg);
  342. float playerDmgChgFinal = GetFinalDamageValue(playerDmgChg);
  343. float artifaceDmgChgFinal = GetFinalDamageValue(artifaceMainDamage);
  344. int damage = CUtils.CastInt(damageBaseValue * (1.0f - DefCoef) * allDmgChgFinal * monsterDmgChgFinal * playerDmgChgFinal * artifaceDmgChgFinal * monsterAtkPer);
  345. //异常日志输出--justsogo
  346. #if JSG_DMG_LOG
  347. if (damageBaseValue > 50 && (damage <= 1 || damage > 30000000))
  348. {
  349. 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,
  350. FromSkillType, damage, hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, attacker.MirrorProp.IgnoreDefensePer);
  351. int spellInfo = source.FromSpell == null ? 0 : source.FromSpell.ID;
  352. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "2. 伤害异常 : {0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}",
  353. damageBaseValue, DefCoef, damageReduce, addDamage, artifaceMainDamage, spellInfo, attacker.mUnit.PlayerUUID, hitter.mUnit.PlayerUUID);
  354. //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}",
  355. // hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefensePer, GetDefenceAddition(hitter.GetStateLv()),
  356. // hitter.MirrorProp.KillValuePer, attacker.MirrorProp.KillValuePer);
  357. }
  358. #endif
  359. //Console.WriteLine("受击ID: " + hitter.mUnit.ID + ", " + damage);
  360. if (attacker.IsPlayerUnit())
  361. {
  362. if(hitter.IsPlayerUnit())
  363. {
  364. damage = CUtils.CastInt(damage * PVP_DAMAGE_COEF);
  365. }
  366. }
  367. else if(attacker.IsLvRepress() && attacker.mUnit.Level > hitter.mUnit.Level)
  368. {
  369. //LvRepress
  370. damage = CUtils.CastInt(damage * (1 + (attacker.mUnit.Level - hitter.mUnit.Level) * BOSS_LEVEL_SUBDUE));
  371. }
  372. return Math.Max(damage, 1);
  373. }
  374. public static int GetPetDamage(int damageBaseValue, XmdsVirtual pet)
  375. {
  376. //防御属性
  377. float finalDef = pet.MirrorProp.Defence;
  378. float ingoreDmg = 1.0f - finalDef / (finalDef + GetDefenceAddition(pet.GetStateLv()));
  379. //伤害变更(免伤,受伤加深)
  380. float allDmgChg = GetFinalDamageValue(pet.MirrorProp.AllDmgAdd - pet.MirrorProp.AllDmgReduce);
  381. int finalDmg = Math.Max(1, (int)(damageBaseValue * PET_HIT_DAMAGE_K * ingoreDmg * allDmgChg));
  382. return finalDmg;
  383. }
  384. private static float GetFinalDamageValue(int value)
  385. {
  386. if (value < 0)
  387. {
  388. return 1.0f + Math.Max(-XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  389. }
  390. else
  391. {
  392. return 1.0f + Math.Min(XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  393. }
  394. }
  395. public static int GetDefByLevel(int level)
  396. {
  397. if(level <= 70)
  398. {
  399. return Coefficient_Defence[0];
  400. }
  401. int UpLevel = Math.Min(12 ,(level - 70) / 10);
  402. return Coefficient_Defence[UpLevel];
  403. }
  404. #endregion
  405. }
  406. }