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