XmdsDamageCalculator.cs 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442
  1. using CommonAI;
  2. using CommonAI.Data;
  3. using CommonAI.Zone.Formula;
  4. using CommonAI.Zone.Helper;
  5. using CommonLang;
  6. using CommonLang.Log;
  7. using System;
  8. using System.Diagnostics;
  9. using XmdsCommon.Message;
  10. using XmdsCommon.Plugin;
  11. namespace XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator
  12. {
  13. /// <summary>
  14. /// Author: justsogo
  15. /// Description: 伤害计算器.用于计算伤害结果、公式.
  16. /// </summary>
  17. ///
  18. public class XmdsDamageCalculator
  19. {
  20. //固定系数
  21. //private static readonly float Coefficient_Attack = 1.0f; //攻击系数
  22. //防御系数
  23. private static readonly int[] Coefficient_Defence = new int[13]{
  24. 4342, 4342, 4543, 4793,
  25. 5085, 5411, 5763, 6131,
  26. 6501, 6855, 7165, 7396, 7500};
  27. //pve怪物K值
  28. private static readonly int[] monster_Defence = new int[13]{
  29. 0, 100, 300, 800, 2000, 5000, 10000, 15000, 20000, 20000, 20000, 20000, 20000};
  30. //PVP伤害系统
  31. private static readonly float PVP_DAMAGE_COEF = 0.7f; //攻击系数
  32. //boss等级压制
  33. private static readonly float BOSS_LEVEL_SUBDUE = 0.05f;
  34. //神器对无神器伤害加成
  35. private static readonly int S_ArtifactDamage = 1000;
  36. //神器属性
  37. private const float Coefficient_Artifact = 1.1f;
  38. //随从受伤K系数
  39. private static readonly float PET_HIT_DAMAGE_K = 2.0f;
  40. //万分比.
  41. public static float PERER = 10000.0f;
  42. //获得当次攻击结果类型(暴击、闪避、招架、普通攻击).
  43. public static XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt GetAttckRlt(float hitRate, float criRate, float pierceRate, Random random)
  44. {
  45. int sum = 1 * 100 * 1000;
  46. //普通攻击几率.
  47. int normalRate = 0;
  48. //暴击.
  49. int realCriRate = CUtils.CastInt(criRate * sum);
  50. //暴击区间.
  51. int start_cri = 0;
  52. int end_cri = 0;
  53. //招架区间.
  54. int start_parry = 0;
  55. int end_parry = 0;
  56. //普通攻击区间.
  57. int start_normal = 0;
  58. int end_normal = 0;
  59. float overflow = realCriRate - sum;
  60. //超过100.
  61. if (overflow > 0)
  62. {
  63. start_parry = end_normal;
  64. end_parry = start_parry;
  65. start_cri = 0;
  66. end_cri = start_cri + realCriRate;
  67. }
  68. else
  69. {
  70. normalRate = (sum - realCriRate);
  71. start_normal = 0;
  72. end_normal = start_normal + normalRate;
  73. start_parry = end_normal;
  74. end_parry = start_parry;
  75. start_cri = 0;
  76. end_cri = start_cri + realCriRate;
  77. }
  78. int k = (random.Next(0, sum));
  79. #region 调试信息.
  80. //FormatLog("普通区间[{0}-{1})", start_normal, end_normal);
  81. //FormatLog("招架区间[{0}-{1})", start_parry, end_parry);
  82. //FormatLog("闪避区间[{0}-{1})", start_dodge, end_dodge);
  83. //FormatLog("暴击区间[{0}-{1})", start_cri, end_cri);
  84. #endregion
  85. if (IsBetween(k, start_parry, end_parry)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.ParryAttack; }
  86. else if (IsBetween(k, start_cri, end_cri)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.CritAttack; }
  87. else if (IsBetween(k, start_normal, end_normal)) { return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack; }
  88. XmdsVirtual.FormatLog("攻击结果计算异常");
  89. return XmdsCommonServer.Plugin.XmdsVirtual.AttackRlt.NormalAttack;
  90. }
  91. //判断是否在区间内[).
  92. private static bool IsBetween(int num, int start, int end)
  93. {
  94. if (num >= start && num < end) { return true; }
  95. else { return false; }
  96. }
  97. #region 新战斗公式.
  98. /// <summary>
  99. /// 判断是否在所指定范围内.
  100. /// </summary>
  101. public static bool IsInRandomRange(int val, Random random, int range)
  102. {
  103. bool ret;
  104. int r = random.Next(range);
  105. ret = (r <= val) ? true : false;
  106. return ret;
  107. }
  108. /// <summary>
  109. /// 获得指定范围的值.
  110. /// </summary>
  111. public static int GetValueFromRange(Random random, int rangeStart, int rangeEnd)
  112. {
  113. int ret = random.Next(rangeStart, rangeEnd);
  114. return ret;
  115. }
  116. /// <summary>
  117. /// 获得技能伤害(面板+技能效果)
  118. /// </summary>
  119. /// <param name="CharDamage"></param>
  120. /// <param name="PerDamage"></param>
  121. /// <param name="ExdDamge"></param>
  122. /// <returns></returns>
  123. public static int GetSkillDamage(int CharDamage, float PerDamage, int ExdDamge)
  124. {
  125. int ret = 0;
  126. ret = CUtils.CastInt(CharDamage * (PerDamage / PERER) + ExdDamge);
  127. return ret;
  128. }
  129. /// <summary>
  130. /// 获得暴击伤害.
  131. /// </summary>
  132. /// <param name="damage"></param>
  133. /// <param name="attacker"></param>
  134. /// <param name="hitter"></param>
  135. /// <returns></returns>
  136. public static int GetCritDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  137. {
  138. int baseCritDamage = attacker.MirrorProp.CritDamage - hitter.MirrorProp.CritDamageRes;
  139. if (attacker.IsPlayerUnit() && hitter.IsBoss())
  140. {
  141. baseCritDamage += attacker.MirrorProp.ToBossCritDamage ;
  142. }
  143. return baseCritDamage;
  144. }
  145. public static int GetCritHealDamage(int damage, XmdsVirtual attacker, XmdsVirtual hitter)
  146. {
  147. return attacker.MirrorProp.CritDamage;
  148. }
  149. private static int GetDefenceAddition(int level)
  150. {
  151. if (level < 0 || level > 12)
  152. {
  153. return Coefficient_Defence[0];
  154. }
  155. return Coefficient_Defence[level];
  156. }
  157. private static int GetMonsterDefAddition(int level)
  158. {
  159. if (level < 0 || level > 12)
  160. {
  161. return monster_Defence[0];
  162. }
  163. return monster_Defence[level];
  164. }
  165. /// <summary>
  166. /// 根据攻击类型获得伤害值.
  167. /// </summary>
  168. /// <param name="damageBaseValue"></param>
  169. /// <param name="atkType"></param>
  170. /// <param name="attacker"></param>
  171. /// <param name="hitter"></param>
  172. /// <returns></returns>
  173. public static int GetDamage(int damageBaseValue, XmdsVirtual attacker, XmdsVirtual hitter, AttackSource source)
  174. {
  175. //攻击与防御公式:伤害=k1*A*(1-D*(1-P)/(D*(1-p)+k2))
  176. //0. 技能总伤害加成.
  177. XmdsSkillType FromSkillType = source == null ? XmdsSkillType.none : source.FromSkillType;
  178. if (FromSkillType == XmdsSkillType.active || FromSkillType == XmdsSkillType.petGiveAcitve || FromSkillType == XmdsSkillType.cardSkill)
  179. {
  180. damageBaseValue = CUtils.CastInt(damageBaseValue * (1 + (attacker.MirrorProp.SkillDamageAdd) / XmdsDamageCalculator.PERER));
  181. }
  182. //1. 计算防御
  183. //真实防御
  184. int attackIgnoreDef = source == null ? 0 : source.ignoreDef;
  185. double realDef = ((hitter.MirrorProp.Defence - attacker.MirrorProp.IgnoreDefense) *
  186. (PERER - attacker.MirrorProp.IgnoreDefensePer - attackIgnoreDef) / PERER);
  187. //完全破防,
  188. if(realDef < 0)
  189. {
  190. //XmdsVirtual.FormatLog(LoggerLevel.ERROR, "0. 防御异常 : {0}, {1}, {2}, {3}, {4}, {5}",
  191. // realDef, hitter.GetStateLv(), hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, hitter.mUnit.Info.Name, attacker.mUnit.Info.Name);
  192. realDef = 0;
  193. }
  194. //防御系数
  195. double DefCoef = realDef / (realDef + GetDefenceAddition(attacker.GetStateLv()));
  196. //2. 计算伤害增加,减免
  197. int addDamage = attacker.MirrorProp.AllDmgAdd;
  198. int damageReduce = hitter.MirrorProp.AllDmgReduce;
  199. int monsterDmgChg = 0; //怪物与玩家间伤害变更
  200. int playerDmgChg = 0; //玩家与玩家间伤害变更
  201. int artifaceMainDamage = 0; // 神器伤害
  202. float monsterAtkPer = 1.0f; // 怪打玩家猎妖相关属性叠加
  203. if (attacker.IsPlayerUnit())
  204. {
  205. if(hitter.IsPlayerUnit())
  206. {
  207. //MMO-14874: 2021.3.30修改成玩家间生效
  208. playerDmgChg += attacker.MirrorProp.PlayerDamageAdd;
  209. playerDmgChg -= hitter.MirrorProp.PlayerDamageReduce;
  210. //3. 杀意值附加,仅限玩家之间PK
  211. playerDmgChg += (attacker.MirrorProp.KillValuePer - hitter.MirrorProp.KillValuePer);
  212. //4. 2021.05.11修改:神器属性加成。有对无,无对有。都是基础加成
  213. // 去掉弱克
  214. if (attacker.GetArtifactIndex() != (int)ArtifactType.None)
  215. {
  216. if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  217. {
  218. if (((int)attacker.GetArtifactIndex() + 1) % 5 == hitter.GetArtifactDefenceIndex())//强克, 取神器克制属性
  219. {
  220. artifaceMainDamage += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  221. }
  222. //else if ((hitter.GetArtifactIndex() + 2) % 4 == attacker.GetArtifactIndex())//弱克
  223. //{
  224. // artifaceMainDamage += (attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()] / 2 - hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()]);
  225. //}
  226. else if (((int)hitter.GetArtifactDefenceIndex() + 1) % 5 == attacker.GetArtifactIndex()) //被强克, 取背饰抵御属性
  227. {
  228. artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()];
  229. }
  230. //else if ((attacker.GetArtifactIndex() + 2) % 4 == hitter.GetArtifactIndex()) //被弱克
  231. //{
  232. // artifaceMainDamage -= hitter.MirrorProp.ArtifactResist[hitter.GetArtifactIndex()] / 2;
  233. //}
  234. }
  235. else
  236. {
  237. artifaceMainDamage += (S_ArtifactDamage + attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()]); //有神器对无背饰
  238. }
  239. }
  240. else if(hitter.GetArtifactDefenceIndex() != (int)ArtifactType.None)
  241. {
  242. artifaceMainDamage -= (S_ArtifactDamage + hitter.MirrorProp.ArtifactResist[hitter.GetArtifactDefenceIndex()]); //无神器对有背饰
  243. }
  244. //Console.WriteLine("最终神器属性变更:" + artifaceMainDamage);
  245. //5. 五行元素伤害加成()
  246. for (int i = 0; i <= (int)ArtifactType.Fire; i++)
  247. {
  248. if (attacker.MirrorProp.ArtifactAttack[i] == 0)
  249. continue;
  250. // 单个五行元素攻击加成上限5%
  251. // 攻击者元素攻击 / (攻击者元素攻击 + 2 * 受击者元素防御)
  252. artifaceMainDamage += 500 * attacker.MirrorProp.ArtifactAttack[i] / (attacker.MirrorProp.ArtifactAttack[i] + 2 * hitter.MirrorProp.ArtifactDefense[i]);
  253. }
  254. }
  255. else
  256. { //攻击者是玩家, 受击者是怪物
  257. //6. 怪物伤害加成
  258. monsterDmgChg += attacker.MirrorProp.monsterDamageAdd;
  259. //7. 天命属性伤害加成 (宠物命格)
  260. UnitFateType hitterFateType = hitter.GetUnitFateType();
  261. if (hitterFateType != UnitFateType.None)
  262. {
  263. if (hitterFateType < UnitFateType.None || hitterFateType > UnitFateType.Five)
  264. {
  265. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "单位天赋错误:" + hitter.mInfo.ID + ", 天命值:" + hitterFateType);
  266. return 0;
  267. }
  268. UnitFateType restraintType = (hitterFateType == UnitFateType.One ? UnitFateType.Five : (hitterFateType - 1));
  269. // 队伍宠物
  270. monsterDmgChg += attacker.mUnit.GetTeamFateValue(restraintType);
  271. //个人天命属性加成
  272. monsterDmgChg += attacker.MirrorProp.MonsterRestraint[(int)restraintType-1];
  273. }
  274. //8. MMO-17397: 额外扭曲系统:玩家神兵克制怪物命格
  275. //怪物的天命对应五行:1金 2木 3土 4水 5火
  276. if (attacker.IsHasArtifact() && (hitterFateType == UnitFateType.None || attacker.IsArtifactRestrain(hitterFateType)))
  277. {
  278. monsterDmgChg += attacker.MirrorProp.ArtifactRestraint[attacker.GetArtifactIndex()];
  279. }
  280. //9. 玩家猎妖伤害值
  281. //damageBaseValue += attacker.MirrorProp.MaxMonsterAttack;
  282. }
  283. }
  284. else
  285. {
  286. //攻击者为怪物, 受击者是玩家
  287. if (hitter.IsPlayerUnit())
  288. {
  289. monsterDmgChg -= hitter.MirrorProp.monsterDamageReduce;
  290. //猎妖防御系数
  291. if(hitter.GetStateLv() > 0)
  292. {
  293. int atkMonsterDef = GetMonsterDefAddition(attacker.GetStateLv());
  294. if(atkMonsterDef > 0)
  295. {
  296. monsterAtkPer = 2.0f * atkMonsterDef / (atkMonsterDef + hitter.MirrorProp.MaxMonsterDef);
  297. }
  298. }
  299. }
  300. }
  301. float allDmgChgFinal = GetFinalDamageValue(addDamage - damageReduce);
  302. float monsterDmgChgFinal = GetFinalDamageValue(monsterDmgChg);
  303. float playerDmgChgFinal = GetFinalDamageValue(playerDmgChg);
  304. float artifaceDmgChgFinal = GetFinalDamageValue(artifaceMainDamage);
  305. int damage = CUtils.CastInt(damageBaseValue * (1.0f - DefCoef) * allDmgChgFinal * monsterDmgChgFinal * playerDmgChgFinal * artifaceDmgChgFinal * monsterAtkPer);
  306. //异常日志输出--justsogo
  307. #if JSG_DMG_LOG
  308. if (damageBaseValue > 50 && (damage <= 1 || damage > 30000000))
  309. {
  310. 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,
  311. FromSkillType, damage, hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefense, attacker.MirrorProp.IgnoreDefensePer);
  312. int spellInfo = source.FromSpell == null ? 0 : source.FromSpell.ID;
  313. XmdsVirtual.FormatLog(LoggerLevel.ERROR, "2. 伤害异常 : {0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}",
  314. damageBaseValue, DefCoef, damageReduce, addDamage, artifaceMainDamage, spellInfo, attacker.mUnit.PlayerUUID, hitter.mUnit.PlayerUUID);
  315. //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}",
  316. // hitter.MirrorProp.Defence, attacker.MirrorProp.IgnoreDefensePer, GetDefenceAddition(hitter.GetStateLv()),
  317. // hitter.MirrorProp.KillValuePer, attacker.MirrorProp.KillValuePer);
  318. }
  319. #endif
  320. //Console.WriteLine("受击ID: " + hitter.mUnit.ID + ", " + damage);
  321. if (attacker.IsPlayerUnit())
  322. {
  323. if(hitter.IsPlayerUnit())
  324. {
  325. damage = CUtils.CastInt(damage * PVP_DAMAGE_COEF);
  326. }
  327. }
  328. else if(attacker.IsLvRepress() && attacker.mUnit.Level > hitter.mUnit.Level)
  329. {
  330. //LvRepress
  331. damage = CUtils.CastInt(damage * (1 + (attacker.mUnit.Level - hitter.mUnit.Level) * BOSS_LEVEL_SUBDUE));
  332. }
  333. return Math.Max(damage, 1);
  334. }
  335. public static int GetPetDamage(int damageBaseValue, XmdsVirtual pet)
  336. {
  337. //防御属性
  338. float finalDef = pet.MirrorProp.Defence;
  339. float ingoreDmg = 1.0f - finalDef / (finalDef + GetDefenceAddition(pet.GetStateLv()));
  340. //伤害变更(免伤,受伤加深)
  341. float allDmgChg = GetFinalDamageValue(pet.MirrorProp.AllDmgAdd - pet.MirrorProp.AllDmgReduce);
  342. int finalDmg = Math.Max(1, (int)(damageBaseValue * PET_HIT_DAMAGE_K * ingoreDmg * allDmgChg));
  343. return finalDmg;
  344. }
  345. private static float GetFinalDamageValue(int value)
  346. {
  347. if (value < 0)
  348. {
  349. return 1.0f + Math.Max(-XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  350. }
  351. else
  352. {
  353. return 1.0f + Math.Min(XmdsConstConfig.DAMAGE_CHG_MAX, value) * XmdsUnitProp.PER;
  354. }
  355. }
  356. public static int GetDefByLevel(int level)
  357. {
  358. if(level <= 70)
  359. {
  360. return Coefficient_Defence[0];
  361. }
  362. int UpLevel = Math.Min(12 ,(level - 70) / 10);
  363. return Coefficient_Defence[UpLevel];
  364. }
  365. #endregion
  366. }
  367. }