XmdsVirtual.cs 77 KB

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  1. using CommonAI.Zone;
  2. using CommonAI.Zone.Helper;
  3. using CommonAI.Zone.Instance;
  4. using CommonAI.Zone.Formula;
  5. using CommonLang;
  6. using CommonLang.Log;
  7. using System.Collections.Generic;
  8. using XmdsCommon.Message;
  9. using XmdsCommon.Plugin;
  10. using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
  11. using CommonAI.Zone.ZoneEditor;
  12. using System.Diagnostics;
  13. using XmdsCommonServer.Plugin.Units;
  14. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  15. using XmdsCommonServer.XLS.Data;
  16. using System;
  17. using XmdsCommonServer.Plugin.Scene;
  18. using CommonLang.Vector;
  19. using CommonLang.Concurrent;
  20. using CommonAI.Data;
  21. using static CommonAI.Zone.Instance.InstanceUnit;
  22. using CommonAI.data;
  23. using XmdsCommonServer.Plugin.Base;
  24. using XmdsCommonSkill.Plugin.CardSkill;
  25. using CommonAI.ZoneServer.JSGModule;
  26. namespace XmdsCommonServer.Plugin
  27. {
  28. /// <summary>
  29. /// FileName: XmdsVirtualUnit.cs
  30. /// </summary>
  31. public partial class XmdsVirtual : XmdsCommon.Plugin.VirtualUnitBase
  32. {
  33. private static AtomicInteger s_alloc_object_count = new AtomicInteger(0);
  34. /// <summary>
  35. /// 分配实例数量
  36. /// </summary>
  37. public static int AllocCount { get { return s_alloc_object_count.Value; } }
  38. #region Log.
  39. public static Logger log = LoggerFactory.GetDefLogger();
  40. public static void FormatLog(string txt, params object[] args)
  41. {
  42. //if (args != null) { log.Debug(string.Format(txt, args)); }
  43. //else { log.Debug(txt); }
  44. }
  45. public static void FormatLog(uint level, string txt, params object[] args)
  46. {
  47. if (args != null)
  48. {
  49. switch (level)
  50. {
  51. case LoggerLevel.ERROR:
  52. log.Error(string.Format(txt, args));
  53. break;
  54. case LoggerLevel.WARNNING:
  55. log.Warn(string.Format(txt, args));
  56. break;
  57. case LoggerLevel.INFO:
  58. log.Info(string.Format(txt, args));
  59. break;
  60. default:
  61. //log.Debug(string.Format(txt, args));
  62. break;
  63. }
  64. }
  65. else
  66. {
  67. switch (level)
  68. {
  69. case LoggerLevel.ERROR:
  70. log.Error(txt);
  71. break;
  72. case LoggerLevel.WARNNING:
  73. log.Warn(txt);
  74. break;
  75. case LoggerLevel.INFO:
  76. log.Info(txt);
  77. break;
  78. default:
  79. //log.Debug(txt);
  80. break;
  81. }
  82. }
  83. }
  84. #endregion
  85. #region 战斗状态恢复配置.
  86. //血量恢复时间和系数,目前战中和非战中恢复速度一致.
  87. //HP回复频率.
  88. public static readonly int Coefficient_HPRebornTime = 5000;
  89. //战斗中HP回复系数.
  90. public static readonly float Coefficient_CombatHPReborn = 1f;
  91. #endregion
  92. readonly public UnitInfo mInfo;
  93. readonly public InstanceUnit mUnit;
  94. readonly public XmdsUnitProperties mProp;
  95. readonly public XmdsHateSystem mHateSystem;
  96. //是否完成初始化技能.
  97. protected bool mFinishSkillInit = false;
  98. public XmdsUnitProp MirrorProp;
  99. private UnitSimpleProp mSimpleProp;
  100. //脱战计时器.
  101. private TimeExpire<int> mOutOfCombatTime = null;
  102. //血量回复计时器.
  103. private TimeInterval<int> mHPRebornTimer = null;
  104. //定力值回复计时器.
  105. private TimeInterval<int> mMPRebornTimer = null;
  106. //出生点坐标.
  107. protected float mBirthPosX;
  108. protected float mBirthPosY;
  109. //坐骑状态.
  110. private bool mIsMounted = false;
  111. //是否在战斗状态.
  112. private BattleStatus mInCombatState = BattleStatus.None;
  113. //游戏服场景配置.
  114. public XmdsServerSceneData ServerSceneData = null;
  115. //隐身时队友是否可见.
  116. protected bool mTeamMemberVisible = true;
  117. public virtual bool TeamMemberVisible { get { return mTeamMemberVisible; } set { mTeamMemberVisible = value; } }
  118. //是否无敌.
  119. public bool IsInvincible { get; set; }
  120. //虚无状态无视技能.
  121. public bool NothingnessIgnoreSkill { get; set; }
  122. //虚无状态无视Buff效果.
  123. public bool NothingnessIgnoreBuff { get; set; }
  124. //虚无状态无视所有效果.
  125. public bool NothingnessIgnoreAll { get; set; }
  126. //恢复MP状态,不可打断
  127. public int mRecoverMPLeftTimes;
  128. //PVP触发的玩家id
  129. public string mPvpTriggerPlayerId;
  130. //战斗状态变更通知.
  131. public delegate void OnCombatChangeEvent(BattleStatus status);
  132. public event OnCombatChangeEvent OnHandleCombatChangeEvent
  133. {
  134. add { event_OnHandleCombatChangeEvent += value; }
  135. remove { event_OnHandleCombatChangeEvent -= value; }
  136. }
  137. protected event OnCombatChangeEvent event_OnHandleCombatChangeEvent;
  138. #region 属性变更.
  139. //操作指令申请计数.
  140. private int mPropChangeOperationCount = 0;
  141. //操作指令合集.
  142. private HashMap<int, PropChangeOperation> mPropChangeMap = new HashMap<int, PropChangeOperation>();
  143. protected PlayerBattlePropChangeEventB2C mBattlePropChangeEvt = null;
  144. private int mVirtualInventorySize = 0;
  145. #endregion
  146. #region 战斗状态变更原因.
  147. public const byte COMBATSTATE_CHANGE_REASON_DORESET = 1;
  148. #endregion
  149. public XmdsVirtual(InstanceUnit unit)
  150. {
  151. s_alloc_object_count++;
  152. mUnit = unit;
  153. mInfo = unit.Info;
  154. mProp = unit.Info.Properties as XmdsUnitProperties;
  155. mHateSystem = new XmdsHateSystem(this);
  156. }
  157. ~XmdsVirtual() { s_alloc_object_count--; }
  158. public void OnInit(InstanceUnit unit, bool pointLv)
  159. {
  160. UnitInfo info = unit.Info;
  161. FormatLog("- 初始化单位 : {0} - {0} ", unit.ID, unit.Name);
  162. Stopwatch sw = Stopwatch.StartNew();
  163. try
  164. {
  165. //出生点坐标.
  166. mBirthPosX = mUnit.X;
  167. mBirthPosY = mUnit.Y;
  168. //背包格子数.
  169. mVirtualInventorySize = mProp.ServerData.Prop.CurInventorySize;
  170. //非玩家,速度配置0
  171. if (mInfo.UType != UnitInfo.UnitType.TYPE_PLAYER && mProp.ServerData.Prop.MoveSpeed == 0)
  172. {
  173. mProp.ServerData.Prop.MoveSpeed = mInfo.MoveSpeedSEC;
  174. }
  175. //当前场景类型.
  176. InitSceneInfo();
  177. //子类初始化.
  178. Init(pointLv);
  179. //基础信息初始化.
  180. InitBaseData(mProp.ServerData.Prop);
  181. //坐骑信息记录.
  182. CheckMountStatus(mProp.ServerData.AvatarList);
  183. if (this.mCardModule == null)
  184. {
  185. this.CreateCreateCardModule();
  186. }
  187. //初始化技能信息.
  188. InitSkillInfo(mProp.ServerData);
  189. //脱战计时器初始化.
  190. InitOutOfCombatTime();
  191. //初始化HP恢复计时器.
  192. InitRebornTimer();
  193. //(最后执行)同步给客户度信息.
  194. SyncClientData();
  195. //施放技能监听.
  196. mUnit.OnLaunchSkill += OnLaunchSkillHandler;
  197. //技能新增监听.
  198. mUnit.OnSkillAdded += OnSkillAddHandler;
  199. //技能移除监听.
  200. mUnit.OnSkillRemoved += OnSkillRemoveHandler;
  201. //技能变更监听.
  202. mUnit.OnStateChanged += OnStateChangedHandler;
  203. //物品时候时触发.
  204. mUnit.OnUseItem += MUnit_OnUseItem;
  205. mUnit.OnSkillHitTarget += OnSkillHitTargetHandler;
  206. }
  207. catch(Exception e)
  208. {
  209. log.Error("单位初始化异常:" + unit.Info.ID + ", " + e);
  210. }
  211. finally
  212. {
  213. sw.Stop();
  214. if (sw.ElapsedMilliseconds > 10)
  215. {
  216. FormatLog("XmdsVirtual create overload , stopwatch time {0} > 10ms", sw.ElapsedMilliseconds);
  217. }
  218. }
  219. }
  220. private void MUnit_OnUseItem(InstanceUnit obj, ItemTemplate item, InstanceUnit item_creater)
  221. {
  222. BattleFunction battleFuntion = BattleFunction.GetInstance();
  223. if (item != null && battleFuntion != null)
  224. {
  225. int id = (item.Properties as XmdsItemProperties).TriggerFunctionID;
  226. if (id != 0)
  227. {
  228. battleFuntion.TriggrBattleFunction(id, this, this);
  229. }
  230. }
  231. }
  232. public void OnDispose(InstanceUnit owner)
  233. {
  234. if(this.mUnit != null)
  235. {
  236. //施放技能监听.
  237. mUnit.OnLaunchSkill -= OnLaunchSkillHandler;
  238. //技能新增监听.
  239. mUnit.OnSkillAdded -= OnSkillAddHandler;
  240. //技能移除监听.
  241. mUnit.OnSkillRemoved -= OnSkillRemoveHandler;
  242. //技能变更监听.
  243. mUnit.OnStateChanged -= OnStateChangedHandler;
  244. //物品时候时触发.
  245. mUnit.OnUseItem -= MUnit_OnUseItem;
  246. mUnit.OnSkillHitTarget -= OnSkillHitTargetHandler;
  247. }
  248. Dispose();
  249. }
  250. /// <summary>
  251. /// 供子类重铸.
  252. /// </summary>
  253. protected virtual void Init(bool pointLv) { }
  254. public bool IsFinishSkillInit()
  255. {
  256. return mFinishSkillInit;
  257. }
  258. #region 常用API.
  259. protected virtual void SyncClientData()
  260. {
  261. //推属性变更计算.
  262. UnitPropRefresh();
  263. //第一次将全部属性推给客户端.
  264. SyncBattlePropsFields(PlayerBattlePropChangeEventB2C.MASK_ALL);
  265. }
  266. public int GetUnitLv()
  267. {
  268. if (this.mProp.ServerData.BaseInfo.UnitLv == 0)
  269. {
  270. return 1;
  271. }
  272. return this.mProp.ServerData.BaseInfo.UnitLv;
  273. }
  274. public int GetStateLv()
  275. {
  276. return this.mProp.ServerData.BaseInfo.StateLv;
  277. }
  278. // 神器id
  279. public int GetArtifactIndex()
  280. {
  281. return ((XmdsUnitProp)mProp.ServerData.Prop).ArtifactIndex;
  282. }
  283. //获得神器克制id
  284. public bool IsArtifactRestrain(UnitFateType fateType)
  285. {
  286. return ((int)fateType-1) == (((XmdsUnitProp)mProp.ServerData.Prop).ArtifactIndex + 1) % 5;
  287. }
  288. //是否有神器
  289. public bool IsHasArtifact()
  290. {
  291. return ((XmdsUnitProp)mProp.ServerData.Prop).ArtifactIndex != (int)ArtifactType.None;
  292. }
  293. //神器背饰id
  294. public int GetArtifactDefenceIndex()
  295. {
  296. return ((XmdsUnitProp)mProp.ServerData.Prop).ArtifactDefenceIndex;
  297. }
  298. protected void InitBaseInfo(XmdsUnitBaseInfo baseInfo)
  299. {
  300. //同步等级信息.
  301. mProp.ServerData.BaseInfo = baseInfo;
  302. this.mUnit.Level = mProp.ServerData.BaseInfo.UnitLv;
  303. }
  304. public HateSystem GetHateSystem()
  305. {
  306. return mHateSystem;
  307. }
  308. /// <summary>
  309. /// 获得攻击目标.
  310. /// </summary>
  311. /// <returns></returns>
  312. public virtual InstanceUnit GetAtkTarget(InstanceUnit target)
  313. {
  314. var unit_prop = target.Virtual as XmdsVirtual;
  315. return DispatchGetAtkUnitEvent(unit_prop).mUnit;
  316. }
  317. /// <summary>
  318. /// 物品触发单位加血效果.
  319. /// </summary>
  320. /// <param name="hp"></param>
  321. public int AddHPByItem(int hp)
  322. {
  323. int v = hp;
  324. this.mUnit.ReduceHP(-v, null, null, false, null);
  325. return v;
  326. }
  327. /// <summary>
  328. /// 女武神能量变更.
  329. /// </summary>
  330. /// <param name="value"></param>
  331. public void AddEnergyByItem(int value)
  332. {
  333. }
  334. /// <summary>
  335. /// 通知单位接收跳字事件.
  336. /// </summary>
  337. /// <param name="objID"></param>
  338. /// <param name="value"></param>
  339. public void SendHPChangeMessage(uint objID, int value)
  340. {
  341. BattleHintNumberB2C evt = new BattleHintNumberB2C();
  342. evt.Value = -value;
  343. evt.State = (byte)UnitHitEventState.Normal;
  344. evt.TargetObjID = this.mUnit.ID;
  345. this.mUnit.queueEvent(evt);
  346. }
  347. /// <summary>
  348. /// 通知单位接收能量变更跳字事件.
  349. /// </summary>
  350. /// <param name="objID"></param>
  351. /// <param name="value"></param>
  352. public void SendMPChangeMessage(uint objID, int value)
  353. {
  354. BattleHintNumberB2C evt = new BattleHintNumberB2C();
  355. evt.Value = -value;
  356. evt.State = (byte)UnitHitEventState.MP;
  357. evt.TargetObjID = this.mUnit.ID;
  358. this.mUnit.queueEvent(evt);
  359. }
  360. public void SendBattleHintNumberB2C(int Value, UnitHitEventState type, uint targetId = 0)
  361. {
  362. BattleHintNumberB2C evt = new BattleHintNumberB2C();
  363. evt.Value = Value;
  364. evt.State = (byte)type;
  365. evt.TargetObjID = targetId == 0 ? this.mUnit.ID : targetId;
  366. this.mUnit.queueEvent(evt);
  367. }
  368. /// <summary>
  369. /// 加血.
  370. /// </summary>
  371. /// <param name="hp">血量</param>
  372. /// <param name="sender">加血者</param>
  373. /// <param name="sendMsg">是否发送协议</param>
  374. public void AddHP(int hp, InstanceUnit sender = null, bool sendMsg = true, DamageSource dmgSrc = DamageSource.Def)
  375. {
  376. this.mUnit.ReduceHP(-hp, sender, null, sendMsg, null, false, dmgSrc);
  377. }
  378. public void AddHP(int hp, InstanceUnit sender, DamageSource dmgSrc)
  379. {
  380. this.mUnit.ReduceHP(-hp, sender, null, true, null, false, dmgSrc);
  381. }
  382. /// <summary>
  383. /// 加能量.
  384. /// </summary>
  385. /// <param name="mp"></param>
  386. /// <param name="sendMsg">是否发送协议</param>
  387. public void AddMP(int mp, InstanceUnit sender, bool sendMsg = true, bool force = false, AttackSource source = null)
  388. {
  389. this.mUnit.AddMP(mp, sender, force, false, source);
  390. }
  391. public void AddMP(int mp, InstanceUnit sender, AttackSource source)
  392. {
  393. this.mUnit.AddMP(mp, sender, true, false, source);
  394. }
  395. public bool IsCanReduceMP(bool force)
  396. {
  397. return force || mRecoverMPLeftTimes <= 0;
  398. }
  399. /// <summary>
  400. /// 获得角色原始属性.
  401. /// </summary>
  402. /// <returns></returns>
  403. public XmdsUnitProp GetOriginProp()
  404. {
  405. return mProp.ServerData.Prop;
  406. }
  407. /// <summary>
  408. /// 判断一定概率是否触发概率单位为万分比:填写1000表示百分之10.
  409. /// </summary>
  410. /// <param name="percent"></param>
  411. /// <returns></returns>
  412. public bool RandomPercent(int percent)
  413. {
  414. return XmdsDamageCalculator.IsInRandomRange(percent,
  415. this.mUnit.RandomN, (int)XmdsDamageCalculator.PERER);
  416. }
  417. protected virtual void Dispose()
  418. {
  419. DestorySkill();
  420. mOutOfCombatTime = null;
  421. mHPRebornTimer = null;
  422. mMPRebornTimer = null;
  423. OnHealEventHandle = null;
  424. event_OnCombatStateChangeHandle = null;
  425. event_OnHandleCombatChangeEvent = null;
  426. mBattlePropChangeEvt = null;
  427. if(this.mCardModule != null)
  428. {
  429. this.mCardModule.Dispose();
  430. }
  431. ClearRegistEvent();
  432. mHateSystem.Dispose();
  433. }
  434. /// <summary>
  435. /// 是否在异常状态内.
  436. /// </summary>
  437. /// <returns></returns>
  438. public bool IsInDebuffStatus()
  439. {
  440. bool ret = false;
  441. if (this.mUnit.IsStun || this.mUnit.IsSilent)
  442. {
  443. ret = true;
  444. }
  445. //取当前所有BUFF,判断如果有隐身BUFF立即解除该BUFF.
  446. using (var buffList = ListObjectPool<InstanceUnit.BuffState>.AllocAutoRelease())
  447. {
  448. this.mUnit.GetAllBuffStatus(buffList);
  449. if (buffList != null && buffList.Count > 0)
  450. {
  451. for (int i = 0; i < buffList.Count; i++)
  452. {
  453. if (XmdsInstanceUtils.IsControlBuff(buffList[i].Data))
  454. {
  455. return true;
  456. }
  457. }
  458. }
  459. }
  460. return ret;
  461. }
  462. //移除控制buff
  463. public void RemoveControlBuff()
  464. {
  465. //取当前所有BUFF,判断如果有隐身BUFF立即解除该BUFF.
  466. using (var buffList = ListObjectPool<InstanceUnit.BuffState>.AllocAutoRelease())
  467. {
  468. //InstanceUnit.BuffState bfs = null;
  469. //XmdsBuffProperties prop = null;
  470. //BuffTemplate bt = null;
  471. this.mUnit.GetAllBuffStatus(buffList);
  472. if (buffList == null || buffList.Count <= 0)
  473. {
  474. return;
  475. }
  476. for (int i = 0; i < buffList.Count; i++)
  477. {
  478. if (XmdsInstanceUtils.IsControlBuff(buffList[i].Data))
  479. {
  480. this.mUnit.removeBuff(buffList[i].Data.ID);
  481. }
  482. }
  483. }
  484. }
  485. protected bool IsBusy()
  486. {
  487. bool ret = false;
  488. if (this.mUnit.CurrentState != null &&
  489. (this.mUnit.CurrentState is InstanceUnit.StateSkill))// ||
  490. //(this.mUnit.CurrentState is InstanceUnit.StatePickObject))
  491. {
  492. ret = true;
  493. }
  494. return ret;
  495. }
  496. /// <summary>
  497. /// 向战斗服发送提示信息.
  498. /// </summary>
  499. /// <param name="msg"></param>
  500. public void SendMsgToClient(string msg)
  501. {
  502. if (msg != null)
  503. {
  504. ShowTipsEventB2C evt = new ShowTipsEventB2C();
  505. evt.Msg = msg;
  506. this.mUnit.queueEvent(evt);
  507. }
  508. }
  509. //单独给玩家发送消息,非广播
  510. public void SendMsgToPlayer(ObjectEvent evt, bool force = false)
  511. {
  512. this.mUnit.queueEvent(evt, force);
  513. }
  514. /// <summary>
  515. /// 获取当前可用背包格子数量.
  516. /// </summary>
  517. /// <returns></returns>
  518. public int GetInventorySize()
  519. {
  520. if (mProp != null)
  521. {
  522. return mProp.ServerData.Prop.CurInventorySize;
  523. }
  524. return 0;
  525. }
  526. public void SetInventorySize(int size)
  527. {
  528. if (mProp != null)
  529. {
  530. mProp.ServerData.Prop.CurInventorySize = size;
  531. VirtualInventorySize = size;
  532. }
  533. }
  534. public int VirtualInventorySize
  535. {
  536. get { return mVirtualInventorySize; }
  537. set { mVirtualInventorySize = value; }
  538. }
  539. /// <summary>
  540. /// 组队背包格子数.
  541. /// </summary>
  542. /// <returns></returns>
  543. public int GetTeamInventorySize()
  544. {
  545. if (mProp != null)
  546. {
  547. return mProp.ServerData.Prop.CurTeamInventorySize;
  548. }
  549. return 0;
  550. }
  551. public bool ContainBuff(bool isDebuff)
  552. {
  553. using (var buffList = ListObjectPool<InstanceUnit.BuffState>.AllocAutoRelease())
  554. {
  555. InstanceUnit.BuffState bfs = null;
  556. XmdsBuffProperties prop = null;
  557. BuffTemplate bt = null;
  558. this.mUnit.GetAllBuffStatus(buffList);
  559. if (buffList != null && buffList.Count > 0)
  560. {
  561. for (int i = 0; i < buffList.Count; i++)
  562. {
  563. bfs = buffList[i];
  564. bt = bfs.Data;
  565. prop = bt.Properties as XmdsBuffProperties;
  566. if (prop.Dispelled == false) { continue; }
  567. if (bt.IsHarmful == isDebuff)
  568. {
  569. return true;
  570. }
  571. }
  572. }
  573. }
  574. return false;
  575. }
  576. /// <summary>
  577. /// 记录同步可视数据.
  578. /// 战斗服数据大致分为两块,一部分用作战斗计算使用,另一部分用作同步客户端表现相关信息,
  579. /// 当表现信息变更时,需要将数据同步给syncInfo,底层每次调用时时直接拿syncInfo来推送.
  580. /// </summary>
  581. protected void SyncPlayerVisibleData()
  582. {
  583. if (this.mUnit.VisibleInfo is PlayerVisibleDataB2C)
  584. {
  585. PlayerVisibleDataB2C pvd = this.mUnit.VisibleInfo as PlayerVisibleDataB2C;
  586. pvd.AvatarList = this.mProp.ServerData.AvatarList;
  587. pvd.BaseInfo = this.mProp.ServerData.BaseInfo;
  588. pvd.UnitPKInfo = this.mProp.ServerData.UnitPKInfo;
  589. pvd.UnitSceneInfo = this.mProp.ServerData.UnitSceneInfo;
  590. }
  591. }
  592. /// <summary>
  593. /// 当前场景信息初始化记录.
  594. /// </summary>
  595. protected virtual void InitSceneInfo()
  596. {
  597. EditorScene es = mUnit.Parent as EditorScene;
  598. XmdsSceneProperties zp = es.Data.Properties as XmdsSceneProperties;
  599. ServerSceneData = zp.ServerSceneData;
  600. }
  601. protected bool CalPKValue(XmdsVirtual target)
  602. {
  603. //特殊规则,跨服场景,击杀非本服玩家.
  604. if (this.mUnit.GetSceneType() >= CommonAI.Data.SceneType.CROSS_SERVER_NEW)
  605. {
  606. XmdsVirtual_Player r = target.GetPlayerUnit();
  607. if (r != null && this.GetServerID() != r.GetServerID())
  608. {
  609. return false;
  610. }
  611. }
  612. return ServerSceneData.CalPKValue;
  613. }
  614. public virtual PKMode GetCurPKMode()
  615. {
  616. if (mProp.ServerData.UnitPKInfo != null)
  617. {
  618. return mProp.ServerData.UnitPKInfo.CurPKMode;
  619. }
  620. return PKMode.Peace;
  621. }
  622. /// <summary>
  623. /// 获得当前PK等级(判断是否为红名).
  624. /// </summary>
  625. /// <returns></returns>
  626. public virtual PKLevel GetCurPKLevel()
  627. {
  628. PKLevel ret = PKLevel.White;
  629. if (mProp != null && mProp.ServerData.UnitPKInfo != null)
  630. {
  631. ret = mProp.ServerData.UnitPKInfo.CurPKLevel;
  632. }
  633. return ret;
  634. }
  635. /// <summary>
  636. /// 服ID.
  637. /// </summary>
  638. /// <returns></returns>
  639. public virtual int GetServerID()
  640. {
  641. int ret = 0;
  642. if (this.mProp.ServerData != null && this.mProp.ServerData.BaseInfo != null)
  643. {
  644. ret = this.mProp.ServerData.BaseInfo.ServerID;
  645. }
  646. return ret;
  647. }
  648. /// <summary>
  649. /// 获得公会ID.
  650. /// </summary>
  651. /// <returns></returns>
  652. public virtual string GetGuildID()
  653. {
  654. string ret = null;
  655. if (this.mProp.ServerData != null && this.mProp.ServerData.BaseInfo != null)
  656. {
  657. ret = this.mProp.ServerData.BaseInfo.GuildID;
  658. }
  659. return ret;
  660. }
  661. /// <summary>
  662. /// 获得阵营ID
  663. /// </summary>
  664. /// <returns></returns>
  665. public virtual int GetForceID()
  666. {
  667. return this.mUnit.Force;
  668. }
  669. /// <summary>
  670. /// 获得单位ID(玩家返回UUID).
  671. /// </summary>
  672. /// <returns></returns>
  673. public virtual string GetPlayerUUID()
  674. {
  675. return mUnit.ID.ToString();
  676. }
  677. /// <summary>
  678. /// 重置功能,血量、buff、状态、技能全部变为初始状态.
  679. /// </summary>
  680. public void Reset()
  681. {
  682. //脱战.
  683. SetCombatState(BattleStatus.None, 1);
  684. //BUFF.
  685. this.mUnit.clearBuffs();
  686. //技能CD.
  687. this.mUnit.ClearAllSkillCD();
  688. //坐骑状态.
  689. this.TakeOffMount();
  690. //回血重置.
  691. if (mHPRebornTimer != null)
  692. {
  693. mHPRebornTimer.Reset();
  694. }
  695. if(mMPRebornTimer != null)
  696. {
  697. mMPRebornTimer.Reset();
  698. }
  699. this.mUnit.startRebirth();
  700. this.mUnit.CurrentHP = this.mUnit.MaxHP;
  701. this.mUnit.CurrentMP = this.mUnit.MaxMP;
  702. }
  703. /// <summary>
  704. /// 获取当前强度类型
  705. /// </summary>
  706. /// <returns></returns>
  707. public string GetCurSceneType()
  708. {
  709. return ServerSceneData.SceneHard;
  710. }
  711. /// <summary>
  712. /// 获取当前场景类型
  713. /// </summary>
  714. /// <returns></returns>
  715. public CommonAI.XmdsConstConfig.AreaType CurAreaType()
  716. {
  717. return ServerSceneData.CurAreaType;
  718. }
  719. protected virtual void OnHeal(XmdsVirtual attcker, int value, ref AtkResult result)
  720. {
  721. if (OnHealEventHandle != null)
  722. {
  723. OnHealEventHandle.Invoke(attcker, this, value, ref result);
  724. }
  725. }
  726. public void SendBattleFloatTipsEventB2C(BattleFloatTipsEventB2C evt)
  727. {
  728. if (evt != null)
  729. {
  730. this.mUnit.queueEvent(evt);
  731. }
  732. }
  733. public void SendBubbleTipsEventB2C(string msg)
  734. {
  735. if (!string.IsNullOrEmpty(msg))
  736. {
  737. var evt = new BubbleTipsEventB2C();
  738. evt.Msg = msg;
  739. this.mUnit.queueEvent(evt);
  740. }
  741. }
  742. /// <summary>
  743. /// 能否使用物品.
  744. /// </summary>
  745. /// <returns></returns>
  746. public bool CanUseItem()
  747. {
  748. bool ret = true;
  749. ret = (!this.mUnit.IsSilent);
  750. return ret;
  751. }
  752. /// <summary>
  753. /// 同步归属权信息.
  754. /// </summary>
  755. /// <param name="name"></param>
  756. /// <param name="protype"></param>
  757. public virtual void SyncHeirsInfo(string name, int hpPercent, CommonAI.Data.XmdsUnitPro protype)
  758. {
  759. }
  760. /// <summary>
  761. /// 是否可被攻击.
  762. /// </summary>
  763. public virtual bool IsAttackable(XmdsVirtual attacker)
  764. {
  765. return true;
  766. }
  767. public virtual int GetVirtualTemplateID()
  768. {
  769. return mInfo.TemplateID;
  770. }
  771. /// <summary>
  772. /// 治愈效果,满血、满蓝.
  773. /// </summary>
  774. public virtual void DoCure()
  775. {
  776. this.AddHP(this.mUnit.MaxHP, null, false);
  777. this.AddMP(this.mUnit.MaxMP, null, false, true);
  778. }
  779. public bool SkillAutoLaunchTest(InstanceUnit.SkillState ss)
  780. {
  781. bool ret = false;
  782. UnitSkill us = XmdsBattleSkill.GetUnitSkill(ss.Data.ID); ;
  783. if (us != null)
  784. {
  785. ret = us.SkillAutoLaunchTest(ss, this);
  786. }
  787. return ret;
  788. }
  789. #endregion
  790. #region 基础事件.
  791. /// <summary>
  792. /// 角色本身的初始化.
  793. /// </summary>
  794. /// <param name="unit"></param>
  795. private void Unit_OnActivated(InstanceUnit unit)
  796. {
  797. mUnit.OnActivated -= Unit_OnActivated;
  798. }
  799. //主动移除技能.
  800. public GameSkill RemoveSkill(int skillID)
  801. {
  802. GameSkill skillData = this.SkillHelper.GetGameSkill(skillID);
  803. if (skillData == null)
  804. {
  805. return null;
  806. }
  807. if (skillData.SkillType == XmdsSkillType.passive || skillData.SkillType == XmdsSkillType.petGivePassive)
  808. {
  809. this.SkillHelper.RemovePassiveSkill(skillID);
  810. return null;
  811. }
  812. else
  813. {
  814. SkillState skillState = this.mUnit.getSkillState(skillID);
  815. this.SkillHelper.RemoveActiveSkill(skillID);
  816. return skillData;
  817. }
  818. }
  819. #endregion
  820. #region 安全区域
  821. private bool mIsInSafeArea = false;
  822. /// <summary>
  823. /// 是否在安全区域
  824. /// </summary>
  825. public bool IsInSafeArea(){ return mIsInSafeArea; }
  826. //跟新战斗区域状态
  827. private void UpdateAreaState(int intervalMS)
  828. {
  829. //var sa = mUnit.Parent.GetArea(mUnit.X, mUnit.Y);
  830. var sa = mUnit.CurrentArea;
  831. if (sa != null && sa.CurrentMapNodeValue == XmdsMapBlock.BLOCK_VALUE_SAFE)
  832. {
  833. this.mIsInSafeArea = true;
  834. }
  835. else
  836. {
  837. this.mIsInSafeArea = false;
  838. }
  839. }
  840. public UnitSimpleProp GetSimpleProp()
  841. {
  842. if(mSimpleProp == null)
  843. {
  844. mSimpleProp = new UnitSimpleProp();
  845. }
  846. if(this.MirrorProp != null)
  847. {
  848. mSimpleProp.mCurHp = this.mUnit.CurrentHP;
  849. mSimpleProp.mMaxHP = this.MirrorProp.MaxHP;
  850. mSimpleProp.mAtk = this.MirrorProp.MaxAttack;
  851. mSimpleProp.mDef = this.MirrorProp.Defence;
  852. mSimpleProp.mMonsterAtk = this.MirrorProp.MaxMonsterAttack;
  853. mSimpleProp.mMonsterDef = this.MirrorProp.MaxMonsterDef;
  854. }
  855. return mSimpleProp;
  856. }
  857. #endregion
  858. #region 战斗状态.
  859. /// <summary>
  860. /// 是否在战斗状态.
  861. /// </summary>
  862. public BattleStatus CombatState
  863. {
  864. get { return mInCombatState; }
  865. }
  866. public virtual void SetCombatState(BattleStatus value, byte reason = 0, String pvpTriggerPlayerId = "")
  867. {
  868. // 只有在空闲状态才允许设置技能展示状态
  869. if (value == BattleStatus.ReadyBattle && mInCombatState != BattleStatus.None)
  870. {
  871. return;
  872. }
  873. if (value != BattleStatus.None && mOutOfCombatTime != null)
  874. {
  875. mOutOfCombatTime.Reset();
  876. }
  877. if (mInCombatState != value)
  878. {
  879. if (value == BattleStatus.None)
  880. {
  881. if (JudgeChangeCombatStateChange(value, reason))
  882. {
  883. mInCombatState = value;
  884. CombatStateConnect(value, reason);
  885. OnCombatStateChange(mInCombatState);
  886. //单位脱战了
  887. this.mUnit.Parent.cb_unitOutBattleCallBack(this.mUnit);
  888. }
  889. }
  890. else if (value > mInCombatState)//战斗状态等级不同.
  891. {
  892. if (JudgeChangeCombatStateChange(value, reason))
  893. {
  894. mInCombatState = value;
  895. CombatStateConnect(value, reason);
  896. OnCombatStateChange(mInCombatState);
  897. }
  898. }
  899. }
  900. if(mInCombatState == BattleStatus.PVP)
  901. {
  902. this.mPvpTriggerPlayerId = pvpTriggerPlayerId;
  903. }
  904. }
  905. public bool IsInPVP()
  906. {
  907. return mInCombatState == BattleStatus.PVP ? true : false;
  908. }
  909. public bool IsInPVE()
  910. {
  911. return mInCombatState == BattleStatus.PVE ? true : false;
  912. }
  913. public BattleStatus GetBattleStatus()
  914. {
  915. return mInCombatState;
  916. }
  917. //坐骑状态变更.
  918. public bool IsMounted
  919. {
  920. set { mIsMounted = value; }
  921. get { return mIsMounted; }
  922. }
  923. private void CheckMountStatus(List<XmdsAvatarInfo> list)
  924. {
  925. if (list != null)
  926. {
  927. for (int i = 0; i < list.Count; i++)
  928. {
  929. if (list[i].PartTag == XmdsAvatarInfo.XmdsAvatar.Ride_Equipment)
  930. {
  931. if (!string.IsNullOrEmpty(list[i].FileName))
  932. {
  933. //有坐骑信息.
  934. IsMounted = true;
  935. break;
  936. }
  937. }
  938. }
  939. }
  940. }
  941. //状态改变时候触发.
  942. protected virtual void OnCombatStateChange(BattleStatus status)
  943. {
  944. //脱战时,清空仇恨列表.
  945. if (status == BattleStatus.None && this.mUnit.IsDead() == false)
  946. {
  947. mHateSystem.Clear();
  948. if (event_OnCombatStateChangeHandle != null)
  949. {
  950. event_OnCombatStateChangeHandle.Invoke(this, false);
  951. }
  952. FormatLog("{0}脱离战斗", mInfo.Name);
  953. }
  954. //状态变更时,需要同步告知客户端做响应表现.
  955. if (status != BattleStatus.None)
  956. {
  957. FormatLog("{0}进入战斗", mInfo.Name);
  958. }
  959. SyncUnitCombatState(status);
  960. if (event_OnHandleCombatChangeEvent != null)
  961. {
  962. event_OnHandleCombatChangeEvent.Invoke(status);
  963. }
  964. var scene = (mUnit.Parent as XmdsServerScene);
  965. scene.callback_OnCombatStateChange(this.mUnit, status);
  966. }
  967. protected virtual bool JudgeChangeCombatStateChange(BattleStatus status, byte reason)
  968. {
  969. bool ret = true;
  970. //默认为0,特殊情况不为0.
  971. if (reason != 0)
  972. {
  973. ret = true;
  974. }
  975. else
  976. {
  977. if (status == BattleStatus.None)
  978. {
  979. //表示单位一旦开始追击不会退出战斗状态.
  980. if (this.mUnit.Info.GuardRangeLimit == 0)
  981. {
  982. return false;
  983. }
  984. }
  985. }
  986. return ret;
  987. }
  988. protected virtual void ChangeCombatStateFromAtk(XmdsVirtual target)
  989. {
  990. var s = (this.IsPlayerUnit() && target.IsPlayerUnit()) ? BattleStatus.PVP : BattleStatus.PVE;
  991. SetCombatState(s, 0, target.mUnit.PlayerUUID);
  992. }
  993. protected virtual void CombatStateConnect(BattleStatus status, byte reason)
  994. {
  995. }
  996. public virtual void OnHitOthter(XmdsVirtual target)
  997. {
  998. }
  999. private void SyncUnitCombatState(BattleStatus status)
  1000. {
  1001. //改走通用字段.
  1002. //mUnit.queueEvent(new CombatStateChangeEvent(mUnit.ID, status));
  1003. //Dummy_0用来同步战斗状态.
  1004. mUnit.Dummy_0 = (byte)status;
  1005. }
  1006. //脱战计时器.
  1007. private void InitOutOfCombatTime()
  1008. {
  1009. if (mProp.IsUseCombatTimeCount == true)
  1010. {
  1011. if (this.mUnit.IsMonster)
  1012. {
  1013. mOutOfCombatTime = new TimeExpire<int>(XmdsConfig.Instance.OUTOF_BATTLE_MONSTER);
  1014. }
  1015. else
  1016. {
  1017. mOutOfCombatTime = new TimeExpire<int>(XmdsConfig.Instance.OUTOF_BATTLE_PLAYER);
  1018. }
  1019. }
  1020. }
  1021. //更新脱战计时.
  1022. private void UpdateOutOfCombatTime(int time)
  1023. {
  1024. if (mInCombatState != BattleStatus.None && mOutOfCombatTime != null && mOutOfCombatTime.Update(time))
  1025. {
  1026. SetCombatState(BattleStatus.None);
  1027. }
  1028. }
  1029. #endregion
  1030. #region 基础信息.
  1031. protected void InitBaseData(XmdsUnitProp data)
  1032. {
  1033. //复制原始单位数据.
  1034. MirrorProp = (XmdsUnitProp)data.Clone();
  1035. this.mUnit.SetMaxHP(data.MaxHP, true);
  1036. if (data.HP >= 0)
  1037. {
  1038. this.mUnit.CurrentHP = data.HP;
  1039. }
  1040. this.mUnit.MaxMP = data.ShieldValue;
  1041. this.mUnit.CurrentMP = data.ShieldValue;
  1042. SycSkillCdReduce();
  1043. SycControledTimeReduce();
  1044. SycMoveSpeed();
  1045. SycAttackSpeed();
  1046. }
  1047. public void SycMoveSpeed()
  1048. {
  1049. this.mUnit.SetMoveSpeed(this.MirrorProp.MoveSpeed);
  1050. }
  1051. private void SycAttackSpeed()
  1052. {
  1053. this.mUnit.SetAttackSpeed(this.MirrorProp.AttackSpeed);
  1054. }
  1055. private void SycMaxHP()
  1056. {
  1057. mUnit.SetMaxHP(this.MirrorProp.MaxHP, true);
  1058. }
  1059. private void SycSkillCdReduce()
  1060. {
  1061. mUnit.SetSkillCdReduce(this.MirrorProp.SkillCD);
  1062. }
  1063. private void SycControledTimeReduce()
  1064. {
  1065. mUnit.SetControledTimeReduce(this.MirrorProp.CtrlTimeReduce);
  1066. }
  1067. #endregion
  1068. #region 血量回复.
  1069. private void InitRebornTimer()
  1070. {
  1071. if (mHPRebornTimer == null)
  1072. {
  1073. mHPRebornTimer = new TimeInterval<int>(Coefficient_HPRebornTime);
  1074. mHPRebornTimer.FirstTimeEnable = false;
  1075. }
  1076. if(mMPRebornTimer == null)
  1077. {
  1078. mMPRebornTimer = new TimeInterval< int > (GlobalData.SHIELD_RECOVER_INTERVAL);
  1079. mMPRebornTimer.FirstTimeEnable = false;
  1080. }
  1081. }
  1082. private void UpdateHPReborn(int intervalMS)
  1083. {
  1084. try
  1085. {
  1086. if (MirrorProp.HPReborn > 0 && this.mUnit.CurrentHP < this.mUnit.MaxHP && mHPRebornTimer != null && !this.mUnit.IsDead())
  1087. {
  1088. if (mHPRebornTimer.Update(intervalMS))
  1089. {
  1090. if (mInCombatState != BattleStatus.None)
  1091. {
  1092. int v = CUtils.CastInt(MirrorProp.MaxHPReborn * Coefficient_CombatHPReborn);
  1093. this.mUnit.AddHP(v, null);
  1094. }
  1095. else
  1096. {
  1097. this.mUnit.AddHP(MirrorProp.MaxHPReborn, null);
  1098. }
  1099. }
  1100. }
  1101. }
  1102. catch(Exception e)
  1103. {
  1104. log.Error("UpdateHPReborn catch : " + this.mUnit.Info.ID + ", IsActive: " + this.mUnit.IsActive +
  1105. ", " + (mMPRebornTimer == null ? "timer null" : "OK") + ", " + e);
  1106. }
  1107. }
  1108. private void UpdateMPReborn(int intervalMS)
  1109. {
  1110. try
  1111. {
  1112. if(this.mRecoverMPLeftTimes > 0 && mMPRebornTimer != null && mMPRebornTimer.Update(intervalMS))
  1113. {
  1114. int addMP = 0;
  1115. if(--this.mRecoverMPLeftTimes == 0)
  1116. {
  1117. addMP = this.mUnit.MaxMP - this.mUnit.CurrentMP;
  1118. }
  1119. else
  1120. {
  1121. addMP = this.mUnit.MaxMP / GlobalData.SHIELD_RECOVER_TIME;
  1122. }
  1123. this.AddMP(addMP, null);
  1124. }
  1125. }
  1126. catch (Exception e)
  1127. {
  1128. log.Error("UpdateMPReborn catch : " + this.mUnit.Info.ID + ", IsActive: " + this.mUnit.IsActive +
  1129. ", " + (mMPRebornTimer == null ? "timer null" : "OK") + ", " + e);
  1130. }
  1131. }
  1132. public void StartRecoverMP(bool reset = false)
  1133. {
  1134. if (reset)
  1135. {
  1136. this.mRecoverMPLeftTimes = 0;
  1137. }
  1138. else
  1139. {
  1140. this.mRecoverMPLeftTimes = GlobalData.SHIELD_RECOVER_TIME;
  1141. }
  1142. }
  1143. #endregion
  1144. #region Formula调用.
  1145. public void OnUnitRemoved() { }
  1146. public virtual int OnHit(XmdsVirtual attacker, AttackSource source)
  1147. {
  1148. AtkResult result = new AtkResult();
  1149. //无敌直接免疫打击效果.
  1150. if ((this.IsInvincible == true) && source.FromExpectTarget == SkillTemplate.CastTarget.Enemy)
  1151. {
  1152. attacker.OnHitOthter(this);
  1153. //无敌时仇恨减为1.
  1154. attacker.mHateSystem.SetHateInfo(this.mUnit.ID, 1);
  1155. //攻击者进度战斗状态.
  1156. attacker.ChangeCombatStateFromAtk(this);
  1157. mHateSystem.OnHitted(attacker, this, 0, ref result);
  1158. source.OutIsDamage = false;
  1159. source.OutClientState = (int)UnitHitEventState.Immunity;
  1160. return 0;
  1161. }
  1162. #region 特殊状态判断.
  1163. if (this.NothingnessIgnoreBuff)
  1164. {
  1165. if (source.FromBuffState != null)
  1166. {
  1167. return 0;
  1168. }
  1169. }
  1170. if (this.NothingnessIgnoreSkill)
  1171. {
  1172. if (source.FromSkillState != null || source.FromSpellUnit != null)
  1173. {
  1174. return 0;
  1175. }
  1176. }
  1177. if (this.NothingnessIgnoreAll)
  1178. {
  1179. return 0;
  1180. }
  1181. #endregion
  1182. int damage = this.On_hit_unit_vs_unit(attacker, this, source, ref result);
  1183. if (damage < 0)
  1184. {
  1185. OnHeal(attacker, -damage, ref result);
  1186. //加血.
  1187. if (attacker.CombatState != BattleStatus.None) { SetCombatState(attacker.CombatState); }
  1188. }
  1189. else if(this.mUnit.ID != attacker.mUnit.ID)//自己对自己作用的不算
  1190. {
  1191. if (damage == 0 && source.OutClientState != (int)UnitHitEventState.Dodge)//增益、负面效果.
  1192. {
  1193. if (source.FromExpectTarget == SkillTemplate.CastTarget.Enemy)//负面效果.
  1194. {
  1195. attacker.OnHitOthter(this);
  1196. //攻击者进度战斗状态.
  1197. attacker.ChangeCombatStateFromAtk(this);
  1198. mHateSystem.OnHitted(attacker, this, damage, ref result);
  1199. var v = (this.IsPlayerUnit() && attacker.IsPlayerUnit()) ? BattleStatus.PVP : BattleStatus.PVE;
  1200. //单位被攻击,且从PVE状态转为PVP状态,
  1201. if (v == BattleStatus.PVP && CombatState != BattleStatus.PVP)
  1202. {
  1203. UnderAttackCheck(attacker);
  1204. }
  1205. SetCombatState(v, 0, attacker.mUnit.PlayerUUID);
  1206. //坐骑状态下检查受击影响.
  1207. MountOnHitCheck(attacker);
  1208. //判断异常状态(击倒击飞).
  1209. {
  1210. MountOnHit(source);
  1211. }
  1212. }
  1213. else //增益效果.
  1214. {
  1215. if (this != attacker)
  1216. {
  1217. //施术者或受攻击者双方互相影响.
  1218. if (this.CombatState != BattleStatus.None)
  1219. {
  1220. attacker.SetCombatState(this.CombatState);
  1221. }
  1222. if (attacker.CombatState != BattleStatus.None)
  1223. {
  1224. SetCombatState(attacker.CombatState);
  1225. }
  1226. }
  1227. }
  1228. }
  1229. else
  1230. {
  1231. attacker.OnHitOthter(this);
  1232. //致命一击时候死亡状态不设置.
  1233. if (this.mUnit.CurrentHP - damage > 0)
  1234. {
  1235. var s = (this.IsPlayerUnit() && attacker.IsPlayerUnit()) ? BattleStatus.PVP : BattleStatus.PVE;
  1236. //单位被攻击,且从PVE状态转为PVP状态,
  1237. if (s == BattleStatus.PVP && CombatState != BattleStatus.PVP)
  1238. {
  1239. UnderAttackCheck(attacker);
  1240. }
  1241. SetCombatState(s, 0, attacker.mUnit.PlayerUUID);
  1242. }
  1243. //攻击者进度战斗状态.
  1244. attacker.ChangeCombatStateFromAtk(this);
  1245. //仇恨值计算.
  1246. attacker.DispatchCalThreatValueEvent(this, source, ref result);
  1247. mHateSystem.OnHitted(attacker, this, damage, ref result);
  1248. //坐骑状态下检查受击影响.
  1249. MountOnHitCheck(attacker);
  1250. //判断异常状态(击倒击飞).
  1251. {
  1252. MountOnHit(source);
  1253. }
  1254. //扣除定力
  1255. if (this.mUnit.MaxMP > 0 && result.breakShieldValue > 0)
  1256. {
  1257. this.AddMP(-result.breakShieldValue, attacker.mUnit, source);
  1258. }
  1259. }
  1260. }
  1261. //if (damage == 0)
  1262. //{
  1263. // source.OutIsDamage = false;
  1264. //}
  1265. return damage;
  1266. }
  1267. public virtual void OnUnitDead(XmdsVirtual killer)
  1268. {
  1269. //坐骑状态设置为false.
  1270. TakeOffMount();
  1271. //脱战.
  1272. SetCombatState(BattleStatus.None, 1);
  1273. if (mHateSystem != null)
  1274. {
  1275. mHateSystem.Clear();
  1276. }
  1277. }
  1278. public virtual void OnKillUnit(XmdsVirtual dead)
  1279. {
  1280. }
  1281. /// <summary>
  1282. /// 是否属于玩家.
  1283. /// </summary>
  1284. /// <returns></returns>
  1285. public virtual bool IsPlayerUnit()
  1286. {
  1287. return false;
  1288. }
  1289. /// <summary>
  1290. /// 获取对应玩家单位.
  1291. /// </summary>
  1292. /// <returns></returns>
  1293. public virtual XmdsVirtual_Player GetPlayerUnit()
  1294. {
  1295. return null;
  1296. }
  1297. public void OnHandleNetMessage(ObjectAction action)
  1298. {
  1299. }
  1300. public void OnTriggerStart(InstanceUnit.TriggerState trigger, XmdsVirtual target)
  1301. {
  1302. }
  1303. public virtual void OnUpdateTriggerSkill(int intervalMS, bool slowRefresh)
  1304. {
  1305. // 区域刷新 //
  1306. UpdateAreaState(intervalMS);
  1307. //同步战斗属性协议.
  1308. UpdateBattlePropsChangeEvt();
  1309. //慢刷新,不必要每一帧都刷新
  1310. if (slowRefresh)
  1311. {
  1312. int slowInterval = intervalMS * GlobalData.ZONE_UPDATE_SLOW;
  1313. //计算是否脱战.
  1314. UpdateOutOfCombatTime(slowInterval);
  1315. //HP回复.
  1316. UpdateHPReborn(slowInterval);
  1317. UpdateMPReborn(slowInterval);
  1318. //仇恨系统刷新.
  1319. UpdateHateSystem(slowInterval);
  1320. }
  1321. //技能刷新.
  1322. UpdateSkillHelper(intervalMS, slowRefresh);
  1323. if (this.mCardModule != null)
  1324. {
  1325. this.mCardModule.Update(intervalMS, slowRefresh);
  1326. }
  1327. }
  1328. public void OnBuffBegin(InstanceUnit.BuffState state, XmdsVirtual sender)
  1329. {
  1330. BuffTemplate template = state.Data;
  1331. XmdsBuffProperties prop = template.Properties as XmdsBuffProperties;
  1332. List<XmdsBuffVirtual> list = null;
  1333. if (state.Tag != null)
  1334. {
  1335. list = state.Tag as List<XmdsBuffVirtual>;
  1336. }
  1337. //异常BUFF对坐骑状态有影响.
  1338. MountOnBuffBegin(template);
  1339. if (list != null)
  1340. {
  1341. for (int i = 0; i < list.Count; i++)
  1342. {
  1343. UnitBuff ub = list[i] as UnitBuff;
  1344. ub.BuffBegin(this, sender, state);
  1345. }
  1346. }
  1347. DispatchBuffEvent(state, BuffEventType.Begin, null);
  1348. }
  1349. public void OnBuffUpdate(InstanceUnit.BuffState state, int time)
  1350. {
  1351. BuffTemplate template = state.Data;
  1352. List<XmdsBuffVirtual> list = null;
  1353. if (state.Tag != null)
  1354. {
  1355. list = state.Tag as List<XmdsBuffVirtual>;
  1356. }
  1357. if (list != null && list.Count != 0)
  1358. {
  1359. int count = 0;
  1360. for (int i = 0; i < list.Count; i++)
  1361. {
  1362. UnitBuff ub = list[i] as UnitBuff;
  1363. ub.BuffUpdate(this, state);
  1364. if (ub.IsInvaild())
  1365. {
  1366. count++;
  1367. }
  1368. }
  1369. if (count == list.Count)//当前BUFF所有能力都已失效,主动移出该BUFF.
  1370. {
  1371. this.mUnit.removeBuff(template.ID);
  1372. }
  1373. }
  1374. }
  1375. public void OnBuffEnd(InstanceUnit.BuffState state, string result, bool replace)
  1376. {
  1377. BuffTemplate template = state.Data;
  1378. XmdsBuffProperties prop = template.Properties as XmdsBuffProperties;
  1379. List<XmdsBuffVirtual> list = null;
  1380. if (state.Tag != null)
  1381. {
  1382. list = state.Tag as List<XmdsBuffVirtual>;
  1383. }
  1384. if (list != null)
  1385. {
  1386. for (int i = 0; i < list.Count; i++)
  1387. {
  1388. UnitBuff ub = list[i] as UnitBuff;
  1389. ub.BuffEnd(this, state, replace);
  1390. }
  1391. }
  1392. DispatchBuffEvent(state, BuffEventType.End, result);
  1393. }
  1394. #endregion
  1395. #region 属性能力重算.
  1396. /// <summary>
  1397. /// 刷新属性.
  1398. /// </summary>
  1399. protected void UnitPropRefresh(XmdsUnitProp prop = null)
  1400. {
  1401. if (prop == null)
  1402. {
  1403. XmdsUnitProp zup = GetOriginProp();
  1404. this.MirrorProp = zup.Clone() as XmdsUnitProp;
  1405. }
  1406. else
  1407. {
  1408. this.MirrorProp = prop;
  1409. }
  1410. foreach (KeyValuePair<int, PropChangeOperation> kvp in mPropChangeMap)
  1411. {
  1412. ChangeProp(kvp.Value);
  1413. }
  1414. int srcHP = this.MirrorProp.MaxHP;
  1415. // 更新虚拟属性,只影响数值,不计入显示和战力计算(也不在面板上显示)
  1416. if(this.mProp.ServerData.PropExt != null && this.mUnit.IsPlayer)
  1417. {
  1418. this.MirrorProp.AddTo(this.mProp.ServerData.PropExt);
  1419. }
  1420. SycMaxHP();
  1421. SycSkillCdReduce();
  1422. SycControledTimeReduce();
  1423. SycMoveSpeed();
  1424. SycAttackSpeed();
  1425. //隐藏属性导致玩家血量变了,同步最大血量ext
  1426. if(this.MirrorProp.MaxHP != srcHP)
  1427. {
  1428. SyncBattlePropsFields(UnitAttributeType.SetMaxHP);
  1429. }
  1430. }
  1431. private void ChangeProp(PropChangeOperation opt)
  1432. {
  1433. XmdsUnitProp zup = GetOriginProp();
  1434. switch (opt.Type)
  1435. {
  1436. case UnitAttributeType.Defence:
  1437. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1438. {
  1439. this.MirrorProp.DefencePer += opt.Value;
  1440. }
  1441. else
  1442. {
  1443. this.MirrorProp.BaseDefence += opt.Value;
  1444. }
  1445. //攻击异常日志
  1446. if (this.MirrorProp.Defence > this.GetOriginProp().Defence * 5)
  1447. {
  1448. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.Defence, this.GetOriginProp().Defence);
  1449. }
  1450. break;
  1451. case UnitAttributeType.CritRate:
  1452. this.MirrorProp.CritRate += opt.Value;
  1453. break;
  1454. case UnitAttributeType.MaxHP:
  1455. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1456. {
  1457. this.MirrorProp.HPPer += opt.Value;
  1458. }
  1459. else
  1460. {
  1461. this.MirrorProp.BaseMaxHP += opt.Value;
  1462. }
  1463. mUnit.SetMaxHP(this.MirrorProp.MaxHP, true);
  1464. //攻击异常日志
  1465. if (this.MirrorProp.MaxHP > this.GetOriginProp().MaxHP * 3)
  1466. {
  1467. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.MaxHP, this.GetOriginProp().MaxHP);
  1468. }
  1469. break;
  1470. case UnitAttributeType.Attack:
  1471. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1472. {
  1473. this.MirrorProp.AttackPer += opt.Value;
  1474. }
  1475. else
  1476. {
  1477. this.MirrorProp.BaseAttack += opt.Value;
  1478. }
  1479. //攻击异常日志
  1480. if (this.MirrorProp.MaxAttack > this.GetOriginProp().MaxAttack * 3)
  1481. {
  1482. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.MaxAttack, this.GetOriginProp().MaxAttack);
  1483. }
  1484. break;
  1485. case UnitAttributeType.HealedEffect:
  1486. this.MirrorProp.HealedEffect += opt.Value;
  1487. break;
  1488. case UnitAttributeType.HealEffect:
  1489. this.MirrorProp.HealEffect += opt.Value;
  1490. break;
  1491. case UnitAttributeType.PlayerDamageReduce:
  1492. this.MirrorProp.PlayerDamageReduce += opt.Value;
  1493. // 免伤异常日志
  1494. if(this.MirrorProp.PlayerDamageReduce > 10000)
  1495. {
  1496. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.PlayerDamageReduce, opt.Value);
  1497. }
  1498. break;
  1499. case UnitAttributeType.MoveSpeed:
  1500. this.MirrorProp.MoveSpeed += GetOpValueFloat(zup.MoveSpeed, opt.Value, opt.OpType);
  1501. this.MirrorProp.VelocityAddition += opt.Value;
  1502. break;
  1503. case UnitAttributeType.PickupRange:
  1504. this.MirrorProp.pickupRange += GetOpValue(zup.pickupRange, opt.Value, opt.OpType);
  1505. break;
  1506. case UnitAttributeType.AttackSpeed:
  1507. this.MirrorProp.AttackSpeed += GetOpValue(zup.AttackSpeed, opt.Value, opt.OpType);
  1508. break;
  1509. case UnitAttributeType.SkillLanuchSpeed:
  1510. this.MirrorProp.SkillCD += GetOpValue(zup.SkillCD, opt.Value, opt.OpType);
  1511. break;
  1512. case UnitAttributeType.ControlTimeReduce:
  1513. this.MirrorProp.CtrlTimeReduce += opt.Value;
  1514. break;
  1515. case UnitAttributeType.SkillDamage:
  1516. this.MirrorProp.SkillDamageAdd += opt.Value;
  1517. break;
  1518. case UnitAttributeType.IngoreDefence:
  1519. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1520. {
  1521. this.MirrorProp.IgnoreDefensePer += opt.Value;
  1522. }
  1523. else
  1524. {
  1525. this.MirrorProp.BaseIgnoreDefense += opt.Value;
  1526. }
  1527. break;
  1528. case UnitAttributeType.SkillLeech:
  1529. this.MirrorProp.ActiveAtkLeech += opt.Value;
  1530. break;
  1531. case UnitAttributeType.CritDamage:
  1532. this.MirrorProp.CritDamage += opt.Value;
  1533. break;
  1534. case UnitAttributeType.PlayerDamageAdd:
  1535. this.MirrorProp.PlayerDamageAdd += opt.Value;
  1536. // 伤害增加异常日志
  1537. if (this.MirrorProp.PlayerDamageAdd > 10000)
  1538. {
  1539. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.PlayerDamageAdd, opt.Value);
  1540. }
  1541. break;
  1542. case UnitAttributeType.MonsterDamageAdd:
  1543. this.MirrorProp.monsterDamageAdd += opt.Value;
  1544. break;
  1545. case UnitAttributeType.MonsterDamageReduce:
  1546. this.MirrorProp.monsterDamageReduce += opt.Value;
  1547. break;
  1548. case UnitAttributeType.AllDmgAdd:
  1549. this.MirrorProp.AllDmgAdd += opt.Value;
  1550. // 伤害增加异常日志
  1551. if (this.MirrorProp.AllDmgAdd > 10000)
  1552. {
  1553. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.AllDmgAdd, opt.Value);
  1554. }
  1555. break;
  1556. case UnitAttributeType.AllDmgReduce:
  1557. this.MirrorProp.AllDmgReduce += opt.Value;
  1558. // 伤害增加异常日志
  1559. if (this.MirrorProp.AllDmgReduce > 13000)
  1560. {
  1561. this.PrintAttrErrorInfo(opt.Type, this.MirrorProp.AllDmgReduce, opt.Value);
  1562. }
  1563. break;
  1564. case UnitAttributeType.SetMaxHP:
  1565. this.MirrorProp.BaseMaxHP = opt.Value;
  1566. break;
  1567. case UnitAttributeType.CritRate_NormalAtk:
  1568. this.MirrorProp.NormalAtkCriteRate += opt.Value;
  1569. break;
  1570. case UnitAttributeType.HPRecover:
  1571. if (opt.OpType == PropChangeOperation.OperateType.Percent)
  1572. {
  1573. this.MirrorProp.HPRecoverPer += opt.Value;
  1574. }
  1575. else
  1576. {
  1577. this.MirrorProp.HPReborn += opt.Value;
  1578. }
  1579. break;
  1580. case UnitAttributeType.EAttack_Gold:
  1581. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Gold] += opt.Value;
  1582. break;
  1583. case UnitAttributeType.EAttack_Wood:
  1584. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Wood] += opt.Value;
  1585. break;
  1586. case UnitAttributeType.EAttack_Water:
  1587. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Water] += opt.Value;
  1588. break;
  1589. case UnitAttributeType.EAttack_Fire:
  1590. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Fire] += opt.Value;
  1591. break;
  1592. case UnitAttributeType.EAttack_Soil:
  1593. this.MirrorProp.ArtifactAttack[(int)ArtifactType.Soil] += opt.Value;
  1594. break;
  1595. case UnitAttributeType.EDefence_Gold:
  1596. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Gold] += opt.Value;
  1597. break;
  1598. case UnitAttributeType.EDefence_Wood:
  1599. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Wood] += opt.Value;
  1600. break;
  1601. case UnitAttributeType.EDefence_Water:
  1602. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Water] += opt.Value;
  1603. break;
  1604. case UnitAttributeType.EDefence_Fire:
  1605. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Fire] += opt.Value;
  1606. break;
  1607. case UnitAttributeType.EDefence_Soil:
  1608. this.MirrorProp.ArtifactDefense[(int)ArtifactType.Soil] += opt.Value;
  1609. break;
  1610. case UnitAttributeType.ToBoss_CriteRate:
  1611. this.MirrorProp.ToBossCritRate += opt.Value;
  1612. break;
  1613. case UnitAttributeType.ToBoss_CriteDamage:
  1614. this.MirrorProp.ToBossCritDamage += opt.Value;
  1615. break;
  1616. case UnitAttributeType.MonsterRestraint_1:
  1617. this.MirrorProp.MonsterRestraint[(int)UnitFateType.One - 1] += opt.Value;
  1618. break;
  1619. case UnitAttributeType.MonsterRestraint_2:
  1620. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Two - 1] += opt.Value;
  1621. break;
  1622. case UnitAttributeType.MonsterRestraint_3:
  1623. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Three - 1] += opt.Value;
  1624. break;
  1625. case UnitAttributeType.MonsterRestraint_4:
  1626. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Four - 1] += opt.Value;
  1627. break;
  1628. case UnitAttributeType.MonsterRestraint_5:
  1629. this.MirrorProp.MonsterRestraint[(int)UnitFateType.Five - 1] += opt.Value;
  1630. break;
  1631. default:
  1632. break;
  1633. }
  1634. }
  1635. private void PrintAttrErrorInfo(UnitAttributeType Type, int value1, int value2)
  1636. {
  1637. #if JSG_DMG_LOG
  1638. try
  1639. {
  1640. string stackInfo = new StackTrace().ToString();
  1641. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "属性异常异常 : UID:{0}, {1}, {2}, {3}, {4}", this.mUnit.PlayerUUID, Type, value1, value2, stackInfo);
  1642. }
  1643. catch(Exception e)
  1644. {
  1645. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "PrintAttrErrorInfo异常:" + Type + ", " + value1 + ", " + value2 + ", " + e);
  1646. }
  1647. #endif
  1648. }
  1649. private int GetOpValue(float UnitProp, float changeValue, PropChangeOperation.OperateType type)
  1650. {
  1651. float ret = 0;
  1652. if (type == PropChangeOperation.OperateType.Percent)
  1653. {
  1654. ret = UnitProp * (changeValue / XmdsDamageCalculator.PERER);
  1655. }
  1656. else
  1657. {
  1658. ret = changeValue;
  1659. }
  1660. return CUtils.CastInt(ret);
  1661. }
  1662. private float GetOpValueFloat(float UnitProp, float changeValue, PropChangeOperation.OperateType type)
  1663. {
  1664. float ret = 0;
  1665. if (type == PropChangeOperation.OperateType.Percent)
  1666. {
  1667. ret = UnitProp * (changeValue / XmdsDamageCalculator.PERER);
  1668. }
  1669. else
  1670. {
  1671. ret = changeValue;
  1672. }
  1673. return ret;
  1674. }
  1675. public PropChangeOperation CreatePropChangeOpertation()
  1676. {
  1677. return new PropChangeOperation();
  1678. }
  1679. /** 被动改变数值 */
  1680. public void ChangeMaxHP(int addValues)
  1681. {
  1682. mProp.ServerData.Prop.BaseMaxHP += addValues;
  1683. mUnit.SetMaxHP(this.MirrorProp.MaxHP, true);
  1684. }
  1685. /** 被动改变攻击,除非死亡,否则不清除属性 */
  1686. public void ChangeAttack(int addValues)
  1687. {
  1688. mProp.ServerData.Prop.BaseAttack += addValues;
  1689. UnitPropRefresh();
  1690. }
  1691. /** 被动改变防御,除非死亡,否则不清除属性 */
  1692. public void ChangeDefence(int addValues)
  1693. {
  1694. mProp.ServerData.Prop.BaseDefence += addValues;
  1695. UnitPropRefresh();
  1696. }
  1697. /** 被动改变攻速,除非死亡,否则不清除属性 */
  1698. public void ChangeAtkSpeed(int addValues)
  1699. {
  1700. mProp.ServerData.Prop.AttackSpeed += addValues;
  1701. UnitPropRefresh();
  1702. }
  1703. /** 被动改变暴击伤害,除非死亡,否则不清除属性 */
  1704. public void ChangeCriteDamage(int addValues)
  1705. {
  1706. mProp.ServerData.Prop.CritDamage += addValues;
  1707. UnitPropRefresh();
  1708. }
  1709. /** 被动改变暴击率,除非死亡,否则不清除属性 */
  1710. public void ChangeCriteRate(int addValues)
  1711. {
  1712. mProp.ServerData.Prop.CritRate += addValues;
  1713. UnitPropRefresh();
  1714. }
  1715. /// <summary>
  1716. /// 插入一条属性变更操作指令,返回id用来删除.
  1717. /// </summary>
  1718. /// <returns></returns>
  1719. public int AddPropChangeOperation(PropChangeOperation opt)
  1720. {
  1721. int ret = 0;
  1722. mPropChangeOperationCount++;
  1723. ret = mPropChangeOperationCount;
  1724. mPropChangeMap.Add(ret, opt);
  1725. //立刻生效计算.
  1726. UnitPropRefresh();
  1727. SyncBattlePropsFields(opt.Type);
  1728. return ret;
  1729. }
  1730. public bool UpdatePropChangeOperation(int OpID, PropChangeOperation opt)
  1731. {
  1732. if (mPropChangeMap.ContainsKey(OpID))
  1733. {
  1734. mPropChangeMap[OpID] = opt;
  1735. //立刻生效计算.
  1736. UnitPropRefresh();
  1737. SyncBattlePropsFields(opt.Type);
  1738. return true;
  1739. }
  1740. return false;
  1741. }
  1742. /// <summary>
  1743. ///删除属性变更操作指令.
  1744. /// </summary>
  1745. public void RemovePropChangeOperation(int id)
  1746. {
  1747. PropChangeOperation opt;
  1748. if (mPropChangeMap != null && mPropChangeMap.TryGetValue(id, out opt))
  1749. {
  1750. mPropChangeMap.Remove(id);
  1751. SyncBattlePropsFields(opt.Type);
  1752. UnitPropRefresh();
  1753. }
  1754. else
  1755. {
  1756. FormatLog("RemovePropChangeOperation Error");
  1757. }
  1758. }
  1759. /// <summary>
  1760. /// 操作指令.
  1761. /// </summary>
  1762. public struct PropChangeOperation
  1763. {
  1764. /// <summary>
  1765. /// 操作属性.
  1766. /// </summary>
  1767. public UnitAttributeType Type;
  1768. /// <summary>
  1769. /// 操作值.
  1770. /// </summary>
  1771. public int Value;
  1772. /// <summary>
  1773. /// 操作类型.
  1774. /// </summary>
  1775. public OperateType OpType;
  1776. /// <summary>
  1777. /// 操作类型:值加减,百分比,
  1778. /// </summary>
  1779. public enum OperateType : byte
  1780. {
  1781. Value,
  1782. Percent,
  1783. }
  1784. }
  1785. /// <summary>
  1786. /// 操作标识.
  1787. /// </summary>
  1788. public enum UnitAttributeType : Byte
  1789. {
  1790. None, //无.
  1791. MoveSpeed, //速度.
  1792. Defence, //防御.
  1793. Attack, //最大攻击
  1794. /**attention, 这里存在坑,之前增伤,减伤被改成玩家后,后来有需要所有的增伤,减伤,有新加了一个奇怪的东西。 容易混淆*/
  1795. PlayerDamageAdd, // 伤害加成(玩家之间)
  1796. PlayerDamageReduce, // 伤害减免(被改成玩家之间)
  1797. MonsterDamageAdd, // 怪物(妖兽)伤害增加
  1798. MonsterDamageReduce, // 怪物(妖兽)免伤
  1799. AllDmgReduce, // 所有伤害减免
  1800. AllDmgAdd, // 单位增伤,IncAllDamage改成玩家之间导致新增一个奇怪所有增伤属性
  1801. HealEffect, //治疗效果.
  1802. HealedEffect, //受治疗效果.
  1803. MaxHP, //生命上限.
  1804. CritRate, //暴击率
  1805. PickupRange, //拾取距离
  1806. AttackSpeed, //攻速, 普攻冷却缩减
  1807. SkillLanuchSpeed, //技能冷却缩减
  1808. ControlTimeReduce, //控制时间改变,韧性
  1809. SkillDamage, //技能伤害
  1810. IngoreDefence, //无视防御
  1811. SkillLeech, //技能吸血
  1812. CritDamage, //暴击伤害
  1813. SetMaxHP, //设置最大血量
  1814. CritRate_NormalAtk, //普攻暴击率(为实现技能效果加的)
  1815. HPRecover, //生命恢复效果
  1816. EAttack_Gold,
  1817. EAttack_Wood,
  1818. EAttack_Water,
  1819. EAttack_Fire,
  1820. EAttack_Soil,
  1821. EDefence_Gold,
  1822. EDefence_Wood,
  1823. EDefence_Water,
  1824. EDefence_Fire,
  1825. EDefence_Soil,
  1826. ToBoss_CriteRate,
  1827. ToBoss_CriteDamage,
  1828. MonsterRestraint_1, // 命格克制
  1829. MonsterRestraint_2,
  1830. MonsterRestraint_3,
  1831. MonsterRestraint_4,
  1832. MonsterRestraint_5,
  1833. }
  1834. // 数值上限
  1835. public class GamePropLimit
  1836. {
  1837. public const int AttackSpeed_Down = -5000; // 攻速下限
  1838. public const int AttackSpeed_Up = 25000; // 攻速上限
  1839. public const int MoveSpeed = 4000; // 移速
  1840. public const int SkillLaunchSpeed = 5000; // 冷却缩减
  1841. public const int DamageRemit = 5000; // 伤害减免
  1842. public const int CtrlTimeReduce = 5000; // 韧性
  1843. public const int SkillDamageAdd = 5000; // 技能伤害增幅
  1844. public const int HealthAddition = 5000; // 治疗增幅
  1845. public const int CtrlAddition = 5000; // 控制增幅
  1846. }
  1847. /// <summary>
  1848. /// 同步客户端.
  1849. /// </summary>
  1850. private void UpdateBattlePropsChangeEvt()
  1851. {
  1852. if (mBattlePropChangeEvt != null)
  1853. {
  1854. GenBattlePropsFields(mBattlePropChangeEvt);
  1855. SendBattlePropsChangeEvt(mBattlePropChangeEvt);
  1856. mBattlePropChangeEvt = null;
  1857. }
  1858. }
  1859. private ulong GetBattlePropFieldsMask(UnitAttributeType type)
  1860. {
  1861. ulong mask = 0;
  1862. switch (type)
  1863. {
  1864. case UnitAttributeType.MaxHP:
  1865. mask = PlayerBattlePropChangeEventB2C.MASK_MAX_HP;
  1866. break;
  1867. case UnitAttributeType.MoveSpeed:
  1868. mask = PlayerBattlePropChangeEventB2C.MASK_MOVE_SPEED | PlayerBattlePropChangeEventB2C.MASK_MOVE_SPEED_ADDITION;
  1869. break;
  1870. case UnitAttributeType.Attack:
  1871. mask = PlayerBattlePropChangeEventB2C.MASK_ATTACK;
  1872. break;
  1873. case UnitAttributeType.IngoreDefence:
  1874. mask = PlayerBattlePropChangeEventB2C.MASK_IGNORE_DEFENSE_PER;
  1875. break;
  1876. case UnitAttributeType.Defence:
  1877. mask = PlayerBattlePropChangeEventB2C.MASK_DEF;
  1878. break;
  1879. case UnitAttributeType.CritRate:
  1880. mask = PlayerBattlePropChangeEventB2C.MASK_CRIT_RATE;
  1881. break;
  1882. case UnitAttributeType.CritDamage:
  1883. mask = PlayerBattlePropChangeEventB2C.MASK_CRIT_DAMAGE;
  1884. break;
  1885. case UnitAttributeType.PlayerDamageReduce:
  1886. mask = PlayerBattlePropChangeEventB2C.MASK_ALL_DAMAGE_REDUCE;
  1887. break;
  1888. case UnitAttributeType.HealEffect:
  1889. mask = PlayerBattlePropChangeEventB2C.MASK_HEALEFFECT;
  1890. break;
  1891. case UnitAttributeType.HealedEffect:
  1892. mask = PlayerBattlePropChangeEventB2C.MASK_HEALEDEFFECT;
  1893. break;
  1894. case UnitAttributeType.AttackSpeed:
  1895. mask = PlayerBattlePropChangeEventB2C.MASK_ATTACK_SPEED;
  1896. break;
  1897. case UnitAttributeType.SkillLanuchSpeed:
  1898. mask = PlayerBattlePropChangeEventB2C.MASK_SKILL_CD;
  1899. break;
  1900. case UnitAttributeType.ControlTimeReduce:
  1901. mask = PlayerBattlePropChangeEventB2C.MASK_CTRLTIME_REDUCE;
  1902. break;
  1903. case UnitAttributeType.SkillDamage:
  1904. mask = PlayerBattlePropChangeEventB2C.MASK_SKILLDAMAGE;
  1905. break;
  1906. case UnitAttributeType.PlayerDamageAdd:
  1907. mask = PlayerBattlePropChangeEventB2C.MASK_INCALLDAMAGE;
  1908. break;
  1909. case UnitAttributeType.SetMaxHP:
  1910. mask = PlayerBattlePropChangeEventB2C.MASK_MAX_HP_EXT;
  1911. break;
  1912. case UnitAttributeType.SkillLeech:
  1913. mask = PlayerBattlePropChangeEventB2C.MASK_ACTIVE_ATK_LEECH;
  1914. break;
  1915. case UnitAttributeType.HPRecover:
  1916. mask = PlayerBattlePropChangeEventB2C.MASK_HP_REBORN;
  1917. break;
  1918. case UnitAttributeType.EAttack_Gold:
  1919. mask = PlayerBattlePropChangeEventB2C.MASK_GOLD_ATTACK;
  1920. break;
  1921. case UnitAttributeType.EAttack_Wood:
  1922. mask = PlayerBattlePropChangeEventB2C.MASK_WOOD_ATTACK;
  1923. break;
  1924. case UnitAttributeType.EAttack_Water:
  1925. mask = PlayerBattlePropChangeEventB2C.MASK_WATER_ATTACK;
  1926. break;
  1927. case UnitAttributeType.EAttack_Fire:
  1928. mask = PlayerBattlePropChangeEventB2C.MASK_FIRE_ATTACK;
  1929. break;
  1930. case UnitAttributeType.EAttack_Soil:
  1931. mask = PlayerBattlePropChangeEventB2C.MASK_SOIL_ATTACK;
  1932. break;
  1933. case UnitAttributeType.EDefence_Gold:
  1934. mask = PlayerBattlePropChangeEventB2C.MASK_GOLD_DEFENSE;
  1935. break;
  1936. case UnitAttributeType.EDefence_Wood:
  1937. mask = PlayerBattlePropChangeEventB2C.MASK_WOOD_DEFENSE;
  1938. break;
  1939. case UnitAttributeType.EDefence_Water:
  1940. mask = PlayerBattlePropChangeEventB2C.MASK_WATER_DEFENSE;
  1941. break;
  1942. case UnitAttributeType.EDefence_Fire:
  1943. mask = PlayerBattlePropChangeEventB2C.MASK_FIRE_DEFENSE;
  1944. break;
  1945. case UnitAttributeType.EDefence_Soil:
  1946. mask = PlayerBattlePropChangeEventB2C.MASK_SOIL_DEFENSE;
  1947. break;
  1948. case UnitAttributeType.ToBoss_CriteRate:
  1949. mask = PlayerBattlePropChangeEventB2C.MASK_TOBOSS_CRIT_RATE;
  1950. break;
  1951. case UnitAttributeType.ToBoss_CriteDamage:
  1952. mask = PlayerBattlePropChangeEventB2C.MASK_TOBOSS_CRIT_DAMAGE;
  1953. break;
  1954. case UnitAttributeType.MonsterRestraint_1:
  1955. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_1;
  1956. break;
  1957. case UnitAttributeType.MonsterRestraint_2:
  1958. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_2;
  1959. break;
  1960. case UnitAttributeType.MonsterRestraint_3:
  1961. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_3;
  1962. break;
  1963. case UnitAttributeType.MonsterRestraint_4:
  1964. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_4;
  1965. break;
  1966. case UnitAttributeType.MonsterRestraint_5:
  1967. mask = PlayerBattlePropChangeEventB2C.MASK_MONSTER_RESTRAINT_5;
  1968. break;
  1969. //case UnitAttributeType.
  1970. //mask = PlayerBattlePropChangeEventB2C.MASK_BREAK_SHIELD;
  1971. //break;
  1972. default:
  1973. break;
  1974. }
  1975. return mask;
  1976. }
  1977. private void SyncBattlePropsFields(UnitAttributeType type)
  1978. {
  1979. ulong mask = GetBattlePropFieldsMask(type);
  1980. SyncBattlePropsFields(mask);
  1981. }
  1982. public virtual void SyncBattlePropsFields(ulong mask)
  1983. {
  1984. //该功能实现转移至player.
  1985. //donothing.
  1986. }
  1987. private void GenBattlePropsFields(PlayerBattlePropChangeEventB2C evt)
  1988. {
  1989. XmdsUnitProp UseProp = this.MirrorProp; //this.GetOriginProp();
  1990. evt.MaxHP = UseProp.MaxHP;
  1991. evt.MoveSpeed = UseProp.MoveSpeed;
  1992. evt.HPReborn = UseProp.HPReborn;
  1993. //同步Attribute
  1994. evt.HPPer = UseProp.HPPer;
  1995. evt.Attack = UseProp.MaxAttack;
  1996. evt.AttackPer = UseProp.AttackPer;
  1997. evt.Def = UseProp.Defence;
  1998. evt.DefPer = UseProp.DefencePer;
  1999. evt.IgnoreDefensePer = UseProp.IgnoreDefensePer;
  2000. evt.CritRate = UseProp.CritRate;
  2001. evt.ResCritRate = UseProp.ResCritRate;
  2002. evt.CritDamage = UseProp.CritDamage;
  2003. evt.IncAllDamage = UseProp.PlayerDamageAdd;
  2004. evt.AllDamageReduce = UseProp.PlayerDamageReduce;
  2005. evt.CtrlTimeReduce = UseProp.CtrlTimeReduce;
  2006. evt.SkillCD = UseProp.SkillCD;
  2007. evt.HealEffect = UseProp.HealEffect;
  2008. evt.HealedEffect = UseProp.HealedEffect;
  2009. evt.SkillDamage = UseProp.SkillDamageAdd;
  2010. evt.AttackSpeed = UseProp.AttackSpeed;
  2011. evt.ControlUp = UseProp.ControlUp;
  2012. evt.GoldAttack = UseProp.ArtifactAttack[(int)ArtifactType.Gold];
  2013. evt.WoodAttack = UseProp.ArtifactAttack[(int)ArtifactType.Wood];
  2014. evt.WaterAttack = UseProp.ArtifactAttack[(int)ArtifactType.Water];
  2015. evt.FireAttack = UseProp.ArtifactAttack[(int)ArtifactType.Fire];
  2016. evt.SoilAttack = UseProp.ArtifactAttack[(int)ArtifactType.Soil];
  2017. evt.GoldDefense = UseProp.ArtifactDefense[(int)ArtifactType.Gold];
  2018. evt.WoodDefense = UseProp.ArtifactDefense[(int)ArtifactType.Wood];
  2019. evt.WaterDefense = UseProp.ArtifactDefense[(int)ArtifactType.Water];
  2020. evt.FireDefense = UseProp.ArtifactDefense[(int)ArtifactType.Fire];
  2021. evt.SoilDefense = UseProp.ArtifactDefense[(int)ArtifactType.Soil];
  2022. evt.ToBossCritRate = UseProp.ToBossCritRate;
  2023. evt.ToBossCritDamage = UseProp.ToBossCritDamage;
  2024. evt.GoldRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Gold];
  2025. evt.WoodRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Wood];
  2026. evt.WaterRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Water];
  2027. evt.FireRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Fire];
  2028. evt.SoilRestraint = UseProp.ArtifactRestraint[(int)ArtifactType.Soil];
  2029. evt.GoldResist = UseProp.ArtifactResist[(int)ArtifactType.Gold];
  2030. evt.WoodResist = UseProp.ArtifactResist[(int)ArtifactType.Wood];
  2031. evt.WaterResist = UseProp.ArtifactResist[(int)ArtifactType.Water];
  2032. evt.FireResist = UseProp.ArtifactResist[(int)ArtifactType.Fire];
  2033. evt.SoilResist = UseProp.ArtifactResist[(int)ArtifactType.Soil];
  2034. evt.PvpKillValue = UseProp.KillValuePer;
  2035. evt.YaoQiLevel = UseProp.YaoQiLevel;
  2036. evt.NormalAtkLeech = UseProp.NormalAtkLeech;
  2037. evt.ActiveAtkLeech = UseProp.ActiveAtkLeech;
  2038. evt.ArtifactMainPer = UseProp.ArtifactMainPer;
  2039. evt.FieldBossDamageAdd = UseProp.monsterDamageAdd;
  2040. evt.MaxHPExt = this.MirrorProp.MaxHP;
  2041. evt.DungeonMonsterDamageAdd = UseProp.monsterDamageReduce;
  2042. evt.MoveSpeedAddition = UseProp.VelocityAddition;
  2043. for(int i = 0; i < (int)UnitFateType.Five; i++)
  2044. {
  2045. evt.MonsterRestraint[i] = UseProp.MonsterRestraint[i];
  2046. }
  2047. //// 猎妖属性
  2048. evt.monsterAtk = UseProp.monsterAtk;
  2049. evt.monsterDef = UseProp.monsterDef;
  2050. evt.monsterAtkPer = UseProp.monsterAtkPer;
  2051. evt.monsterDefPer = UseProp.monsterDefPer;
  2052. }
  2053. private void UpdateHateSystem(int intervalMS)
  2054. {
  2055. if (mHateSystem != null)
  2056. {
  2057. //定期去除仇恨对象.
  2058. mHateSystem.Update(intervalMS);
  2059. }
  2060. }
  2061. private void SendBattlePropsChangeEvt(PlayerBattlePropChangeEventB2C evt)
  2062. {
  2063. this.mUnit.queueEvent(evt);
  2064. }
  2065. private void UnderAttackCheck(XmdsVirtual attacker)
  2066. {
  2067. //单位被攻击,且从PVE状态转为PVP状态,
  2068. if (this is XmdsVirtual_Player)
  2069. {
  2070. var atk = attacker.GetPlayerUnit();
  2071. if (atk != null)
  2072. {
  2073. UnderAttackNotifyB2C evt = new UnderAttackNotifyB2C();
  2074. evt.AttackerID = atk.mUnit.ID;
  2075. evt.AttackerInfo = atk.mProp.ServerData.BaseInfo;
  2076. this.mUnit.queueEvent(evt);
  2077. }
  2078. }
  2079. }
  2080. public bool IsAllies(CommonAI.Zone.Formula.IVirtualUnit target, bool includeSelf = true, bool onlyForTeam = false)
  2081. {
  2082. XmdsVirtual unit = target as XmdsVirtual;
  2083. if (unit == null)
  2084. {
  2085. return false;
  2086. }
  2087. return IsMember(unit, this.GetCurPKMode(), includeSelf, onlyForTeam);
  2088. }
  2089. public virtual int GetMaType() { return -1; }
  2090. public virtual bool IsLvRepress() { return false; }
  2091. public virtual bool IsBoss() { return false; }
  2092. public virtual void doEvent(JSGCustomOpType value) {}
  2093. public virtual uint GetMasterID() { return 0; }
  2094. public virtual InstanceUnit GetMasterUnit() { return null; }
  2095. public virtual InstanceUnit GetPetUnit()
  2096. {
  2097. return null;
  2098. }
  2099. /// <summary>
  2100. /// 下坐骑.
  2101. /// </summary>
  2102. public virtual void TakeOffMount()
  2103. {
  2104. if (mIsMounted == true)
  2105. {
  2106. SyncMountStatus(false);
  2107. }
  2108. }
  2109. public int GetHealedEffect()
  2110. {
  2111. return this.MirrorProp.HealedEffect;
  2112. }
  2113. public int GetHealEffect()
  2114. {
  2115. return this.MirrorProp.HealEffect;
  2116. }
  2117. /** 获得单位职业 */
  2118. public XmdsUnitPro GetUnitPro()
  2119. {
  2120. return this.mProp.ServerData.BaseInfo.ProType;
  2121. }
  2122. //性别: 0-男,1-女
  2123. public int GetUnitSex()
  2124. {
  2125. return this.mProp.ServerData.BaseInfo.sex;
  2126. }
  2127. /** 获得宠物天赋加成 */
  2128. public virtual int GetPetTalentAddition(UnitFateType type)
  2129. {
  2130. return ((XmdsUnitProp)mProp.ServerData.Prop).fateValue;
  2131. }
  2132. public UnitFateType GetUnitFateType()
  2133. {
  2134. return ((XmdsUnitProp)mProp.ServerData.Prop).fateType;
  2135. }
  2136. #endregion
  2137. }
  2138. }