Ejemplo n.º 1
0
        public override void Attack()
        {
            TargetProcess targetProcess = new TargetProcess();

            targetProcess.GeneralID = TagetGeneral.GeneralID;
            targetProcess.Position  = TagetGeneral.Position.ToShort();
            targetProcess.Role      = TagetRole;
            targetProcess.LiveNum   = TagetGeneral.LifeNum;
            targetProcess.Momentum  = TagetGeneral.Momentum;

            ProccessExtendAttack();
            int     damageNum  = GetPhysicalDamageNum(TagetGeneral);
            decimal hitPercent = 0;
            bool    isHit      = General.TriggerHitPercent(TagetGeneral, out hitPercent);

            ProcessLog.AddPercent(1, hitPercent);
            if (isHit)
            {
                targetProcess.IsShanBi = false;
                //普通攻击\防御加气势
                General.Momentum = MathUtils.Addition(General.Momentum, MomentumAttack, short.MaxValue);
                if (!TagetGeneral.IsJueduifangyuStatus)
                {
                    TagetGeneral.Momentum = MathUtils.Addition(TagetGeneral.Momentum, MomentumDefense, short.MaxValue);
                }
                DoTargetDefense(damageNum, targetProcess, false);
                //攻击加血
                decimal attackLife = TrumpAbilityAttack.GetEffect(General, AbilityType.AttackLife);
                if (attackLife > 0)
                {
                    ProcessLog.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.AttackLife, -(int)(damageNum * attackLife)));
                    General.LifeNum = (int)Math.Floor(MathUtils.Addition(General.LifeNum, damageNum * attackLife, General.LifeMaxNum));
                }

                //反伤
                decimal fangShang = TrumpAbilityAttack.GetEffect(TagetGeneral, AbilityType.FanShang);
                if (fangShang > 0)
                {
                    int num = (int)(damageNum * fangShang);
                    targetProcess.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.FanShang, num));
                    General.LifeNum = (int)Math.Floor(MathUtils.Subtraction(General.LifeNum, damageNum * fangShang));
                }
            }
            else
            {
                targetProcess.IsShanBi = true;
                TagetGeneral.TriggerShanBi();
            }
            targetProcess.Momentum     = TagetGeneral.Momentum;
            targetProcess.TargetStatus = TagetGeneral.BattleStatus;
            ProcessLog.Momentum        = General.Momentum;
            ProcessLog.LiveNum         = General.LifeNum;
            ProcessLog.AttStatus       = General.BattleStatus;
            ProcessLog.IsMove          = General.IsMove;
            ProcessLog.TargetList.Add(targetProcess);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// 国家战
        /// </summary>
        /// <param name="cuser1">发起人</param>
        /// <param name="cuser2"></param>
        /// <returns></returns>
        public static ISingleCombat TriggerTournament(CountryUser cuser1, CountryUser cuser2)
        {
            TrumpAbilityAttack.CombatTrumpLift(cuser1.UserId); //法宝每战斗M次就扣除N点寿命
            ICombatController controller   = new TjxCombatController();
            ISingleCombat     plotCombater = controller.GetSingleCombat(CombatType.Country);

            plotCombater.SetAttack(new UserEmbattleQueue(cuser1.UserId, GetMagicId(cuser1.UserId), cuser1.InspirePercent, CombatType.Country));
            plotCombater.SetDefend(new UserEmbattleQueue(cuser2.UserId, GetMagicId(cuser2.UserId), cuser2.InspirePercent, CombatType.Country));
            return(plotCombater);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// 计算伤害公式
        /// 攻击伤害 = 攻击力 - 物理防御力
        /// </summary>
        /// <param name="tagetGeneral">加血等辅助技能时可能为空值</param>
        /// <returns></returns>
        protected int GetPhysicalDamageNum(CombatGeneral tagetGeneral)
        {
            AbilityProperty property = General.AbilityProperty;

            ProcessLog.AbilityProperty = property;
            int     damageNum;
            int     attackNum;
            int     defenseNum = 0;
            decimal harmNum    = 0; //法宝属相克制伤害 --技能攻击

            attackNum = General.GetAttackNum(property);
            if (tagetGeneral != null)
            {
                harmNum    = TrumpAbilityAttack.TrumpZodiacHarm(General, tagetGeneral.UserID);
                defenseNum = tagetGeneral.GetDefenseNum(property, tagetGeneral);
                //普通攻击破防
                decimal normalAttackPoFang = TrumpAbilityAttack.GetEffect(General, AbilityType.NormalAttackPoFang);
                if (normalAttackPoFang > 0)
                {
                    ProcessLog.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.NormalAttackPoFang, 0));
                }
                defenseNum = (int)Math.Floor(MathUtils.Subtraction(defenseNum, defenseNum * normalAttackPoFang));
            }
            General.MinDamageNum = (int)Math.Ceiling(attackNum * ConfigEnvSet.GetDouble("Combat.MinDamagePencent"));

            damageNum = MathUtils.Subtraction(attackNum, defenseNum, General.MinDamageNum);

            //加固定伤害
            damageNum = MathUtils.Addition(damageNum, General.FixedDamageNum, int.MaxValue);

            //法宝属相克制伤害 --技能攻击
            if (harmNum > 0 && !isPyharm)
            {
                damageNum = (int)(damageNum * MathUtils.Addition(1, (harmNum + General.EffectValue)));
                isPyharm  = true;
            }

            return(damageNum);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// 目标防御处理
        /// </summary>
        /// <param name="damageNum">伤害值</param>
        /// <param name="targetProcess"></param>
        /// <param name="isAbility">是否是技能伤害</param>
        protected void DoTargetDefense(int damageNum, TargetProcess targetProcess, bool isAbility)
        {
            //城市公会争斗战疲劳值
            var fatigue = General.Fatigue * GameConfigSet.Fatigue;

            if (fatigue > 0 && General.UserStatus == UserStatus.FightCombat)
            {
                damageNum = (int)Math.Floor(damageNum * (MathUtils.Subtraction(1, fatigue)));
            }

            //生命低于x%,战力加成
            double inspire = (double)TrumpAbilityAttack.GetEffect(General, AbilityType.Furious);

            if (inspire > 0)
            {
                ProcessLog.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.Furious, 0));
                damageNum = (int)Math.Floor(damageNum * (1 + inspire));
            }

            //鼓舞加成伤害
            if (General.InspirePercent > 0)
            {
                damageNum = (int)Math.Floor(damageNum * (1 + General.InspirePercent));
            }

            //是否有爆击
            decimal baojiPercent;
            bool    isBaoji = General.TriggerBaojiPercent(TagetGeneral, out baojiPercent);

            ProcessLog.AddPercent(2, baojiPercent);
            if (isBaoji)
            {
                targetProcess.IsBaoji = true;
                damageNum             = (int)Math.Floor(damageNum * (1 + BaojiAttack + General.BishaNum));
                //暴击加成
                decimal baojiJiaCheng = TrumpAbilityAttack.GetEffect(General, AbilityType.BaoJiJiaCheng);
                if (baojiJiaCheng > 1)
                {
                    ProcessLog.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.BaoJiJiaCheng, 0));
                    damageNum = (int)Math.Floor(damageNum * baojiJiaCheng);
                }

                //被暴击减免
                decimal baoJiReduce = TrumpAbilityAttack.GetEffect(TagetGeneral, AbilityType.IsBaoJiReduce);
                if (baoJiReduce < 1 && baoJiReduce > 0)
                {
                    targetProcess.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.IsBaoJiReduce, 0));
                    damageNum = (int)Math.Floor(damageNum * baoJiReduce);
                }

                if (damageNum >= 0)
                {
                    damageNum = MathUtils.Subtraction(damageNum, 0, General.MinDamageNum);
                }
                else
                {
                    damageNum = -MathUtils.Subtraction(damageNum, 0, General.MinDamageNum);
                }
                //爆击职业加成气势
                CareerAdditionInfo addition = new ShareCacheStruct <CareerAdditionInfo>().FindKey(General.CareerID, AbilityType.BaoJi);
                if (addition != null && !isAbility)
                {
                    General.Momentum = MathUtils.Addition(General.Momentum, addition.MomentumNum.ToShort(), short.MaxValue);
                }
            }

            //排除静默和混乱不能触发格档
            bool isTriggerGedang = TagetGeneral.IsSilentStatus || TagetGeneral.IsHunluanStatus;


            //先触发绝对防御  法宝破盾技能为开启时触发绝对防御
            if (TagetGeneral.IsJueduifangyuStatus)
            {
                if (TrumpAbilityAttack.AttackPoDun(General, AbilityType.AttackPoDun))
                {
                    ProcessLog.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.AttackPoDun, 0));
                }
                else
                {
                    damageNum = JueduiDefenseDamage;
                }
            }
            else if (!isTriggerGedang)
            {
                //是否产生格挡[?]
                decimal gedangPercent;
                var     fangjiNum = 0;
                var     isGedang  = TagetGeneral.TriggerGeDangPercent(General, out gedangPercent);
                ProcessLog.AddPercent(3, gedangPercent);
                if (isGedang)
                {
                    targetProcess.IsMove   = TagetGeneral.IsAttrMove;
                    targetProcess.IsGeDang = true;
                    damageNum = (int)Math.Floor(damageNum * GedangAttackPercent);
                    if (damageNum >= 0)
                    {
                        damageNum = MathUtils.Subtraction(damageNum, 0, General.MinDamageNum);
                    }
                    else
                    {
                        damageNum = -MathUtils.Subtraction(damageNum, 0, General.MinDamageNum);
                    }
                    if (TagetGeneral.CareerType != CareerType.Mofashi &&
                        TagetGeneral.CareerType != CareerType.Shenqiangshou)
                    {
                        AbilityProperty property = General.AbilityProperty;
                        //普通攻击力的50%
                        int attackNum    = TagetGeneral.GetAttackNum(property);
                        int defenseNum   = General.GetDefenseNum(property, TagetGeneral);
                        int minDamageNum = (int)Math.Ceiling(attackNum * ConfigEnvSet.GetDouble("Combat.MinDamagePencent"));

                        fangjiNum = MathUtils.Subtraction(attackNum, defenseNum, 0);
                        fangjiNum = (int)Math.Floor(fangjiNum * GedangAttackPercent);
                        fangjiNum = MathUtils.Subtraction(fangjiNum, 0, minDamageNum);

                        //没死才可扣反击伤害
                        if (TagetGeneral.LifeNum > damageNum)
                        {
                            General.TriggerDamageNum(fangjiNum);
                            ProcessLog.DamageNum       += fangjiNum;
                            ProcessLog.LiveNum          = General.LifeNum;
                            ProcessLog.AttStatus        = General.BattleStatus;
                            targetProcess.IsBack        = true;
                            targetProcess.BackDamageNum = fangjiNum;
                        }
                    }

                    //格挡职业加成气势
                    if (!isAbility)
                    {
                        TagetGeneral.TriggerGeDang();
                    }
                }
            }
            //扣物理攻击伤害
            TagetGeneral.TriggerDamageNum(damageNum);
            targetProcess.DamageNum = damageNum;
            //解除静默状态
            TagetGeneral.RemoveSilentStatus();

            if (TagetGeneral.IsOver)
            {
                //复活
                decimal resurrect = TrumpAbilityAttack.GetEffect(TagetGeneral, AbilityType.Resurrect);
                if (resurrect > 0)
                {
                    targetProcess.TrumpStatusList.Add(TrumpAbilityAttack.GetSkillprocess(AbilityType.Resurrect, -(int)Math.Floor(TagetGeneral.LifeMaxNum * resurrect)));
                    TagetGeneral.LifeNum = (int)Math.Floor(TagetGeneral.LifeMaxNum * resurrect);
                }
                else
                {
                    TrumpAbilityAttack.GeneralOverTrumpLift(TagetGeneral.UserID, TagetGeneral.GeneralID);  //佣兵战斗死亡扣除N点寿命
                    targetProcess.TrumpStatusList = new List <SkillInfo>();
                }
            }

            //记录日志
            targetProcess.TargetStatus = TagetGeneral.BattleStatus;
            targetProcess.Momentum     = TagetGeneral.Momentum;
            targetProcess.LiveNum      = TagetGeneral.LifeNum;
            TargetProcess = targetProcess;
        }
Ejemplo n.º 5
0
        /// <summary>
        /// 计算技能伤害公式,不产生负数
        /// </summary>
        /// <param name="tagetGeneral"></param>
        /// <returns></returns>
        protected int GetAbilityDamageNum(CombatGeneral tagetGeneral)
        {
            string traceStr = string.Empty;
            int    damageNum;
            int    attackNum;
            int    defenseNum = 0;

            decimal         harmNum  = 0; //法宝属相克制伤害 --技能攻击
            AbilityProperty property = General.AbilityProperty;

            ProcessLog.AbilityProperty = property;
            attackNum = General.GetAttackNum(AbilityProperty.Ability) + General.GetAttackNum(property);
            if (tagetGeneral != null)
            {
                //法宝属相克制伤害 --技能攻击
                harmNum = TrumpAbilityAttack.TrumpZodiacHarm(General, tagetGeneral.UserID);

                defenseNum = tagetGeneral.GetDefenseNum(AbilityProperty.Ability, tagetGeneral) + tagetGeneral.GetDefenseNum(property, tagetGeneral);
            }
            General.MinDamageNum = (int)Math.Ceiling(attackNum * ConfigEnvSet.GetDouble("Combat.MinDamagePencent"));
            damageNum            = MathUtils.Subtraction(attackNum, defenseNum, General.MinDamageNum);

            decimal ratioNum = General.TempAbility.RatioNum > 0 ? General.TempAbility.RatioNum : 1;

            damageNum = (int)Math.Floor(damageNum * ratioNum); //计算伤害系数
            //气势加成=气势/{100-(气势-100)*2/3}*100%
            if (General != null)
            {
                var qishiNum = General.Momentum == 0 ? (short)100 : General.Momentum;
                traceStr += "qishiNum:" + qishiNum;
                decimal qishiPercent = (decimal)qishiNum / 100;
                traceStr += "qishiPercent:" + qishiNum;
                damageNum = (int)Math.Floor(damageNum * qishiPercent);
                traceStr += "damageNum:" + qishiNum;
                //加固定伤害
                damageNum = MathUtils.Addition(damageNum, General.FixedDamageNum, int.MaxValue);
                traceStr += "FixedDamageNum:" + qishiNum;
            }
            //技能伤害,负数是增加,
            //damageNum = General != null && General.Ability.IsIncrease ? -damageNum : damageNum;
            if (damageNum == 0)
            {
                new BaseLog().SaveLog(new Exception("释放技能:" + General.TempAbility.AbilityName + General.TempAbility.AbilityID + "伤害为0,Trace:" + traceStr));
            }
            if (damageNum < General.MinDamageNum)
            {
                damageNum = General.MinDamageNum;
            }
            //法宝属相克制伤害 --技能攻击
            if (!isharm && harmNum > 0)
            {
                damageNum = (int)(damageNum * MathUtils.Addition(1, harmNum));
                isharm    = true;
            }
            //魂技等级与自身魂技加成

            int     abilityID   = General.TempAbility != null ? General.TempAbility.AbilityID : 0;
            decimal effectValue = AbilityDispose.GetAbilityEffect(General.UserID, General.GeneralID, abilityID);

            if (effectValue > 0)
            {
                damageNum = MathUtils.ToCeilingInt(damageNum * MathUtils.Addition(1, (effectValue)));
            }
            return(damageNum);
        }
Ejemplo n.º 6
0
        /// <summary>
        /// 人物属性
        /// </summary>
        /// <param name="userID"></param>
        /// <param name="generalID"></param>
        /// <param name="abilityType"></param>
        /// <returns></returns>
        public static int GetPropertyNum(string userID, int generalID, AbilityType abilityType)
        {
            GameUser    user         = new PersonalCacheStruct <GameUser>().FindKey(userID);
            int         propertyNum  = 0;
            int         powerNum     = 0; //力量
            int         soulNum      = 0; //魂力
            int         intellectNum = 0; //智力
            int         generalLv    = 0;
            UserGeneral general      = new PersonalCacheStruct <UserGeneral>().FindKey(userID, generalID);

            if (general != null)
            {
                generalLv    = (int)general.GeneralLv;
                powerNum     = (int)MathUtils.Addition(general.PowerNum, general.TrainingPower);
                soulNum      = (int)MathUtils.Addition(general.SoulNum, general.TrainingSoul);
                intellectNum = (int)MathUtils.Addition(general.IntellectNum, general.TrainingIntellect);
                //公会技能加成
                if (user != null && !string.IsNullOrEmpty(user.MercenariesID) && general.GeneralID == LanguageManager.GetLang().GameUserGeneralID)
                {
                    powerNum     = MathUtils.RoundCustom(powerNum * GetGuildAbilityNum(user.UserID, GuildAbilityType.PowerNum)).ToShort();
                    soulNum      = MathUtils.RoundCustom(soulNum * GetGuildAbilityNum(user.UserID, GuildAbilityType.SoulNum)).ToShort();
                    intellectNum = MathUtils.RoundCustom(intellectNum * GetGuildAbilityNum(user.UserID, GuildAbilityType.IntellectNum)).ToShort();
                }

                if (general.GeneralID == LanguageManager.GetLang().GameUserGeneralID)
                {
                    //法宝基础属性加成
                    powerNum     = MathUtils.Addition(powerNum, TrumpAbilityAttack.TrumpPropertyNum(userID, general.GeneralID, AbilityType.PowerNum));
                    soulNum      = MathUtils.Addition(soulNum, TrumpAbilityAttack.TrumpPropertyNum(userID, general.GeneralID, AbilityType.SoulNum));
                    intellectNum = MathUtils.Addition(intellectNum, TrumpAbilityAttack.TrumpPropertyNum(userID, general.GeneralID, AbilityType.IntelligenceNum));

                    //法宝--技能属性转换获得的值
                    decimal trumpPower     = TrumpAbilityAttack.ConversionPropertyNum(userID, powerNum, soulNum, intellectNum, AbilityType.PowerNum);
                    decimal trumpsoul      = TrumpAbilityAttack.ConversionPropertyNum(userID, powerNum, soulNum, intellectNum, AbilityType.SoulNum);
                    decimal trumpintellect = TrumpAbilityAttack.ConversionPropertyNum(userID, powerNum, soulNum, intellectNum, AbilityType.IntelligenceNum);
                    powerNum     = MathUtils.Addition(trumpPower.ToInt(), powerNum);
                    soulNum      = MathUtils.Addition(trumpsoul.ToInt(), soulNum);
                    intellectNum = MathUtils.Addition(trumpintellect.ToInt(), intellectNum);
                }
                if (abilityType == AbilityType.WuLiGongJi)
                {
                    //物理攻击
                    propertyNum = (generalLv * powerNum * 1 / 10);
                }
                else if (abilityType == AbilityType.WuLiFangYu)
                {
                    //物理防御
                    propertyNum = (generalLv * powerNum * 7 / 100);
                }
                else if (abilityType == AbilityType.HunJiGongJi)
                {
                    //魂技攻击
                    propertyNum = (generalLv * soulNum * 7 / 100);
                }
                else if (abilityType == AbilityType.HunJiFangYu)
                {
                    //魂技防御
                    propertyNum = (generalLv * soulNum * 7 / 100);
                }
                else if (abilityType == AbilityType.MoFaGongJi)
                {
                    //魔法攻击
                    propertyNum = (generalLv * intellectNum * 7 / 100);
                }
                else if (abilityType == AbilityType.MoFaFangYu)
                {
                    //魔法防御
                    propertyNum = (generalLv * intellectNum * 7 / 100);
                }
            }
            if (propertyNum.IsValid())
            {
                return(propertyNum);
            }
            throw new ArgumentOutOfRangeException(string.Format("玩家{0}佣兵{1}属性值溢出:{2}", userID, generalID, propertyNum));
        }
Ejemplo n.º 7
0
        private static GeneralProperty GetAbilityProperty(string userID, int generalID, AbilityType abilityType)
        {
            decimal     val         = 0;
            int         careerID    = 0;
            UserGeneral ugeneral    = new PersonalCacheStruct <UserGeneral>().FindKey(userID, generalID);
            GeneralInfo generalInfo = new ShareCacheStruct <GeneralInfo>().FindKey(generalID);

            if (ugeneral != null)
            {
                careerID = ugeneral.CareerID;
            }
            else if (generalInfo != null)
            {
                careerID = generalInfo.CareerID;
            }

            if (abilityType == AbilityType.WuLiGongJi || abilityType == AbilityType.WuLiFangYu || abilityType == AbilityType.HunJiGongJi || abilityType == AbilityType.HunJiFangYu || abilityType == AbilityType.MoFaGongJi || abilityType == AbilityType.MoFaFangYu)
            {
                int equNum      = GetEquNum(userID, generalID, abilityType).ToInt();
                int fateNum     = GetFateNum(userID, generalID, abilityType).ToInt();
                int propertyNum = GetPropertyNum(userID, generalID, abilityType).ToInt();
                int magicNum    = (int)GetEmbattleNum(userID, abilityType);
                int upgradeNum  = GeneralUpGradeProperty(userID, generalID, abilityType).ToInt();

                val = MathUtils.Addition(equNum, fateNum, int.MaxValue);
                val = MathUtils.Addition(val, propertyNum, int.MaxValue);
                val = MathUtils.Addition(val, magicNum, int.MaxValue);
                val = MathUtils.Addition(val, upgradeNum);

                //佣兵好感度数值加成
                int feelNum = FeelEffectNum(userID, generalID, abilityType);
                val = MathUtils.Addition(val, feelNum, int.MaxValue);
                //法宝附加属性值
                int trumpPro = (int)TrumpAbilityAttack.TrumpGeneralProperty(userID, generalID, abilityType);
                val = MathUtils.Addition(val, trumpPro, int.MaxValue);

                //附魔符属性值
                int enchantNum = EnchantProprety(userID, generalID, abilityType).ToInt();
                val = MathUtils.Addition(val, enchantNum);

                //属性转换
                //val = MathUtils.Addition(val, (int)TrumpAbilityAttack.ConversionPropertyNum(userID, val, abilityType), int.MaxValue);
            }
            else if (abilityType == AbilityType.BaoJi || abilityType == AbilityType.MingZhong || abilityType == AbilityType.PoJi || abilityType == AbilityType.RenXing || abilityType == AbilityType.ShanBi || abilityType == AbilityType.GeDang || abilityType == AbilityType.BiSha)
            {
                val = GetCareerNum(careerID, abilityType);
                val = MathUtils.Addition(val, GetEquNum(userID, generalID, abilityType), decimal.MaxValue);
                val = MathUtils.Addition(val, GetFateNum(userID, generalID, abilityType), decimal.MaxValue);
                val = MathUtils.Addition(val, GetEmbattleNum(userID, abilityType), decimal.MaxValue);
                val = MathUtils.Addition(val, GeneralUpGradeProperty(userID, generalID, abilityType).ToDecimal());
                //法宝附加属性值
                decimal trumpPro = TrumpAbilityAttack.TrumpGeneralProperty(userID, generalID, abilityType);
                val = MathUtils.Addition(val, trumpPro, int.MaxValue);

                //附魔符属性值
                decimal enchantNum = EnchantProprety(userID, generalID, abilityType);
                val = MathUtils.Addition(val, enchantNum);

                //属性转换
                //val = MathUtils.Addition(val, TrumpAbilityAttack.ConversionPropertyNum(userID, val, abilityType), decimal.MaxValue);
            }
            return(new GeneralProperty()
            {
                AbilityType = abilityType, AbilityValue = val
            });
        }