XmdsDamageCalculator.cs 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492
  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 float PVP_DAMAGE_K = 0.7f; //攻击系数
  32. //boss等级压制
  33. private static float BOSS_LEVEL_SUBDUE_K = 0.05f;
  34. //神器对无神器伤害加成
  35. private static 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 float PET_HIT_DAMAGE_K = 4.0f;
  40. //万分比.
  41. public static float PERER = 10000.0f;
  42. public static void Init()
  43. {
  44. PVP_DAMAGE_K = XmdsConfig.Instance.PVP_DAMAGE_K;
  45. BOSS_LEVEL_SUBDUE_K = XmdsConfig.Instance.BOSS_LEVEL_SUBDUE_K;
  46. S_ArtifactDamage = XmdsConfig.Instance.S_ArtifactDamage;
  47. PET_HIT_DAMAGE_K = XmdsConfig.Instance.PET_HIT_DAMAGE_K;
  48. // 人物K
  49. try
  50. {
  51. string [] data = XmdsConfig.Instance.Coefficient_Defence.Split(',');
  52. if(data == null || data.Length != Coefficient_Defence.Length)
  53. {
  54. throw new Exception("人物K数据异常");
  55. }
  56. for(int i = 0; i < data.Length; i++)
  57. {
  58. Coefficient_Defence[i] = int.Parse(data[i]);
  59. }
  60. XmdsVirtual.FormatLog(LoggerLevel.INFO, "初始化人物K异常 : {0}", Coefficient_Defence);
  61. }
  62. catch (Exception e)
  63. {
  64. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "初始化人物K异常 : {0}", e);
  65. }
  66. // 怪物K
  67. try
  68. {
  69. string[] data = XmdsConfig.Instance.monster_Defence.Split(',');
  70. if (data == null || data.Length != monster_Defence.Length)
  71. {
  72. throw new Exception("人物K数据异常");
  73. }
  74. for (int i = 0; i < data.Length; i++)
  75. {
  76. monster_Defence[i] = int.Parse(data[i]);
  77. }
  78. XmdsVirtual.FormatLog(LoggerLevel.INFO, "初始化人物K异常 : {0}", monster_Defence);
  79. }
  80. catch (Exception e)
  81. {
  82. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "初始化怪物K异常 : {0}", e);
  83. }
  84. }
  85. //获得当次攻击结果类型(暴击、闪避、招架、普通攻击).
  86. public static XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt GetAttckRlt(float hitRate, float criRate, float pierceRate, Random random)
  87. {
  88. int sum = 1 * 100 * 1000;
  89. //普通攻击几率.
  90. int normalRate = 0;
  91. //暴击.
  92. int realCriRate = CUtils.CastInt(criRate * sum);
  93. //暴击区间.
  94. int start_cri = 0;
  95. int end_cri = 0;
  96. //招架区间.
  97. int start_parry = 0;
  98. int end_parry = 0;
  99. //普通攻击区间.
  100. int start_normal = 0;
  101. int end_normal = 0;
  102. float overflow = realCriRate - sum;
  103. //超过100.
  104. if (overflow > 0)
  105. {
  106. start_parry = end_normal;
  107. end_parry = start_parry;
  108. start_cri = 0;
  109. end_cri = start_cri + realCriRate;
  110. }
  111. else
  112. {
  113. normalRate = (sum - realCriRate);
  114. start_normal = 0;
  115. end_normal = start_normal + normalRate;
  116. start_parry = end_normal;
  117. end_parry = start_parry;
  118. start_cri = 0;
  119. end_cri = start_cri + realCriRate;
  120. }
  121. int k = (random.Next(0, sum));
  122. #region 调试信息.
  123. //FormatLog("普通区间[{0}-{1})", start_normal, end_normal);
  124. //FormatLog("招架区间[{0}-{1})", start_parry, end_parry);
  125. //FormatLog("闪避区间[{0}-{1})", start_dodge, end_dodge);
  126. //FormatLog("暴击区间[{0}-{1})", start_cri, end_cri);
  127. #endregion
  128. if (IsBetween(k, start_parry, end_parry)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.ParryAttack; }
  129. else if (IsBetween(k, start_cri, end_cri)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.CritAttack; }
  130. else if (IsBetween(k, start_normal, end_normal)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack; }
  131. XmdsVirtual.FormatLog("攻击结果计算异常");
  132. return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack;
  133. }
  134. //判断是否在区间内[).
  135. private static bool IsBetween(int num, int start, int end)
  136. {
  137. if (num >= start && num < end) { return true; }
  138. else { return false; }
  139. }
  140. #region 新战斗公式.
  141. /// <summary>
  142. /// 判断是否在所指定范围内.
  143. /// </summary>
  144. public static bool IsInRandomRange(int val, Random random, int range)
  145. {
  146. bool ret;
  147. int r = random.Next(range);
  148. ret = (r <= val) ? true : false;
  149. return ret;
  150. }
  151. /// <summary>
  152. /// 获得指定范围的值.
  153. /// </summary>
  154. public static int GetValueFromRange(Random random, int rangeStart, int rangeEnd)
  155. {
  156. int ret = random.Next(rangeStart, rangeEnd);
  157. return ret;
  158. }
  159. /// <summary>
  160. /// 获得技能伤害(面板+技能效果)
  161. /// </summary>
  162. /// <param name="CharDamage"></param>
  163. /// <param name="PerDamage"></param>
  164. /// <param name="ExdDamge"></param>
  165. /// <returns></returns>
  166. public static int GetSkillDamage(int CharDamage, float PerDamage, int ExdDamge)
  167. {
  168. int ret = 0;
  169. ret = CUtils.CastInt(CharDamage * (PerDamage / PERER) + ExdDamge);
  170. return ret;
  171. }
  172. /// <summary>
  173. /// 获得暴击伤害.
  174. /// </summary>
  175. /// <param name="damage"></param>
  176. /// <param name="attacker"></param>
  177. /// <param name="hitter"></param>
  178. /// <returns></returns>
  179. public static int GetCritDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  180. {
  181. int baseCritDamage = attacker.MirrorProp.CritDamage - hitter.MirrorProp.CritDamageRes;
  182. if (attacker.IsPlayerUnit() && hitter.IsBoss())
  183. {
  184. baseCritDamage += attacker.MirrorProp.ToBossCritDamage ;
  185. }
  186. return baseCritDamage;
  187. }
  188. public static int GetCritHealDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  189. {
  190. return attacker.MirrorProp.CritDamage;
  191. }
  192. private static int GetDefenceAddition(int level)
  193. {
  194. if (level < 0 || level > 12)
  195. {
  196. return Coefficient_Defence[0];
  197. }
  198. return Coefficient_Defence[level];
  199. }
  200. private static int GetMonsterDefAddition(int level)
  201. {
  202. if (level < 0 || level > 12)
  203. {
  204. return monster_Defence[0];
  205. }
  206. return monster_Defence[level];
  207. }
  208. /// <summary>
  209. /// 根据攻击类型获得伤害值.
  210. /// </summary>
  211. /// <param name="damageBaseValue"></param>
  212. /// <param name="atkType"></param>
  213. /// <param name="attacker"></param>
  214. /// <param name="hitter"></param>
  215. /// <returns></returns>
  216. public static int GetDamage(int damageBaseValue, XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source)
  217. {
  218. //攻击与防御公式:伤害=k1*A*(1-D*(1-P)/(D*(1-p)+k2))
  219. //0. 技能总伤害加成.
  220. XmdsSkillType FromSkillType = source == null ? XmdsSkillType.none : source.FromSkillType;
  221. if (FromSkillType == XmdsSkillType.active || FromSkillType == XmdsSkillType.petGiveAcitve || FromSkillType == XmdsSkillType.cardSkill)
  222. {
  223. damageBaseValue = CUtils.CastInt(damageBaseValue * (1 + (attacker.MirrorProp.SkillDamageAdd) / XmdsDamageCalculator.PERER));
  224. }
  225. //1. 计算防御
  226. //真实防御
  227. int attackIgnoreDef = source == null ? 0 : source.ignoreDef;
  228. double realDef = ((hitter.MirrorProp.Defence - attacker.MirrorProp.IgnoreDefense) *
  229. (PERER - attacker.MirrorProp.IgnoreDefensePer - attackIgnoreDef) / PERER);
  230. //完全破防,
  231. if(realDef < 0)
  232. {
  233. //XmdsVirtual.FormatLog(LoggerLevel.ERROR, "0. 防御异常 : {0}, {1}, {2}, {3}, {4}, {5}",
  234. // realDef, hitter.GetStateLv(), hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, hitter.mUnit.Info.Name, attacker.mUnit.Info.Name);
  235. realDef = 0;
  236. }
  237. //防御系数
  238. double DefCoef = realDef / (realDef + GetDefenceAddition(attacker.GetStateLv()));
  239. //2. 计算伤害增加,减免
  240. int addDamage = attacker.MirrorProp.AllDmgAdd;
  241. int damageReduce = hitter.MirrorProp.AllDmgReduce;
  242. int monsterDmgChg = 0; //怪物与玩家间伤害变更
  243. int playerDmgChg = 0; //玩家与玩家间伤害变更
  244. int artifaceMainDamage = 0; // 神器伤害
  245. float monsterAtkPer = 1.0f; // 怪打玩家猎妖相关属性叠加
  246. if (attacker.IsPlayerUnit())
  247. {
  248. if(hitter.IsPlayerUnit())
  249. {
  250. //MMO-14874: 2021.3.30修改成玩家间生效
  251. playerDmgChg += attacker.MirrorProp.PlayerDamageAdd;
  252. playerDmgChg -= hitter.MirrorProp.PlayerDamageReduce;
  253. //3. 杀意值附加,仅限玩家之间PK
  254. playerDmgChg += (attacker.MirrorProp.KillValuePer - hitter.MirrorProp.KillValuePer);
  255. //4. 2021.05.11修改:神器属性加成。有对无,无对有。都是基础加成
  256. // 去掉弱克
  257. if (attacker.GetArtifactIndex() != (int)ArtifactType.None)
  258. {
  259. if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  260. {
  261. if (((int)attacker.GetArtifactIndex() + 1) % 5 == hitter.GetArtifactDefenceIndex())//强克, 取神器克制属性
  262. {
  263. artifaceMainDamage += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  264. }
  265. //else if ((hitter.GetArtifactIndex() + 2) % 4 == attacker.GetArtifactIndex())//弱克
  266. //{
  267. // artifaceMainDamage += (attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()] / 2 - hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()]);
  268. //}
  269. else if (((int)hitter.GetArtifactDefenceIndex() + 1) % 5 == attacker.GetArtifactIndex()) //被强克, 取背饰抵御属性
  270. {
  271. artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()];
  272. }
  273. //else if ((attacker.GetArtifactIndex() + 2) % 4 == hitter.GetArtifactIndex()) //被弱克
  274. //{
  275. // artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()] / 2;
  276. //}
  277. }
  278. else
  279. {
  280. artifaceMainDamage += (S_ArtifactDamage + attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()]); //有神器对无背饰
  281. }
  282. }
  283. else if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  284. {
  285. artifaceMainDamage -= (S_ArtifactDamage + hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()]); //无神器对有背饰
  286. }
  287. //Console.WriteLine("最终神器属性变更:" + artifaceMainDamage);
  288. //5. 五行元素伤害加成()
  289. for (int i = 0; i <= (int)ArtifactType.Fire; i++)
  290. {
  291. if (attacker.MirrorProp.ArtifactAttack[i] == 0)
  292. continue;
  293. // 单个五行元素攻击加成上限5%
  294. // 攻击者元素攻击 / (攻击者元素攻击 + 2 * 受击者元素防御)
  295. artifaceMainDamage += 500 * attacker.MirrorProp.ArtifactAttack[i] / (attacker.MirrorProp.ArtifactAttack[i] + 2 * hitter.MirrorProp.ArtifactDefense[i]);
  296. }
  297. }
  298. else
  299. { //攻击者是玩家, 受击者是怪物
  300. //6. 怪物伤害加成
  301. monsterDmgChg += attacker.MirrorProp.monsterDamageAdd;
  302. //7. 天命属性伤害加成 (宠物命格)
  303. UnitFateType hitterFateType = hitter.GetUnitFateType();
  304. if (hitterFateType != UnitFateType.None)
  305. {
  306. if (hitterFateType < UnitFateType.None || hitterFateType > UnitFateType.Five)
  307. {
  308. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "单位天赋错误:" + hitter.mInfo.ID + ", 天命值:" + hitterFateType);
  309. return 0;
  310. }
  311. UnitFateType restraintType = (hitterFateType == UnitFateType.One ? UnitFateType.Five : (hitterFateType - 1));
  312. // 队伍宠物
  313. monsterDmgChg += attacker.mUnit.GetTeamFateValue(restraintType);
  314. //个人天命属性加成
  315. monsterDmgChg += attacker.MirrorProp.MonsterRestraint[(int)restraintType-1];
  316. }
  317. //8. MMO-17397: 额外扭曲系统:玩家神兵克制怪物命格
  318. //怪物的天命对应五行:1金 2木 3土 4水 5火
  319. if (attacker.IsHasArtifact() && (hitterFateType == UnitFateType.None || attacker.IsArtifactRestrain(hitterFateType)))
  320. {
  321. monsterDmgChg += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  322. }
  323. //9. 玩家猎妖伤害值
  324. //damageBaseValue += attacker.MirrorProp.MaxMonsterAttack;
  325. }
  326. }
  327. else
  328. {
  329. //攻击者为怪物, 受击者是玩家
  330. if (hitter.IsPlayerUnit())
  331. {
  332. monsterDmgChg -= hitter.MirrorProp.monsterDamageReduce;
  333. //猎妖防御系数
  334. if(hitter.GetStateLv() > 0)
  335. {
  336. int atkMonsterDef = GetMonsterDefAddition(attacker.GetStateLv());
  337. if(atkMonsterDef > 0)
  338. {
  339. monsterAtkPer = 2.0f * atkMonsterDef / (atkMonsterDef + hitter.MirrorProp.MaxMonsterDef);
  340. }
  341. }
  342. }
  343. }
  344. float allDmgChgFinal = GetFinalDamageValue(addDamage - damageReduce);
  345. float monsterDmgChgFinal = GetFinalDamageValue(monsterDmgChg);
  346. float playerDmgChgFinal = GetFinalDamageValue(playerDmgChg);
  347. float artifaceDmgChgFinal = GetFinalDamageValue(artifaceMainDamage);
  348. int damage = CUtils.CastInt(damageBaseValue * (1.0f - DefCoef) * allDmgChgFinal * monsterDmgChgFinal * playerDmgChgFinal * artifaceDmgChgFinal * monsterAtkPer);
  349. //异常日志输出--justsogo
  350. #if JSG_DMG_LOG
  351. if (damageBaseValue > 50 && (damage <= 1 || damage > 30000000))
  352. {
  353. 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,
  354. FromSkillType, damage, hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, attacker.MirrorProp.IgnoreDefensePer);
  355. int spellInfo = source.FromSpell == null ? 0 : source.FromSpell.ID;
  356. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "2. 伤害异常 : {0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}",
  357. damageBaseValue, DefCoef, damageReduce, addDamage, artifaceMainDamage, spellInfo, attacker.mUnit.PlayerUUID, hitter.mUnit.PlayerUUID);
  358. //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}",
  359. // hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefensePer, GetDefenceAddition(hitter.GetStateLv()),
  360. // hitter.MirrorProp.KillValuePer, attacker.MirrorProp.KillValuePer);
  361. }
  362. #endif
  363. //Console.WriteLine("受击ID: " + hitter.mUnit.ID + ", " + damage);
  364. if (attacker.IsPlayerUnit())
  365. {
  366. if(hitter.IsPlayerUnit())
  367. {
  368. damage = CUtils.CastInt(damage * PVP_DAMAGE_K);
  369. }
  370. }
  371. else if(attacker.IsLvRepress() && attacker.mUnit.Level > hitter.mUnit.Level)
  372. {
  373. //LvRepress
  374. damage = CUtils.CastInt(damage * (1 + (attacker.mUnit.Level - hitter.mUnit.Level) * BOSS_LEVEL_SUBDUE_K));
  375. }
  376. return Math.Max(damage, 1);
  377. }
  378. public static int GetPetDamage(int damageBaseValue, XmdsVirtual pet)
  379. {
  380. //防御属性
  381. float finalDef = pet.MirrorProp.Defence;
  382. float ingoreDmg = 1.0f - finalDef / (finalDef + GetDefenceAddition(pet.GetStateLv()));
  383. //伤害变更(免伤,受伤加深)
  384. float allDmgChg = GetFinalDamageValue(pet.MirrorProp.AllDmgAdd - pet.MirrorProp.AllDmgReduce);
  385. int finalDmg = Math.Max(1, (int)(damageBaseValue * PET_HIT_DAMAGE_K * ingoreDmg * allDmgChg));
  386. return finalDmg;
  387. }
  388. private static float GetFinalDamageValue(int value)
  389. {
  390. if (value < 0)
  391. {
  392. return 1.0f + Math.Max(-XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  393. }
  394. else
  395. {
  396. return 1.0f + Math.Min(XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  397. }
  398. }
  399. public static int GetDefByLevel(int level)
  400. {
  401. if(level <= 70)
  402. {
  403. return Coefficient_Defence[0];
  404. }
  405. int UpLevel = Math.Min(12 ,(level - 70) / 10);
  406. return Coefficient_Defence[UpLevel];
  407. }
  408. #endregion
  409. }
  410. }