public static void DoProcessPlayerHealthDamage(Contexts contexts, IGameRule gameRule, PlayerEntity srcPlayer,
                                                       PlayerEntity playerEntity, PlayerDamageInfo damage, IDamageInfoCollector damageInfoCollector)
        {
            List <PlayerEntity> teamList = OnePlayerHealthDamage(contexts, gameRule, srcPlayer, playerEntity, damage, damageInfoCollector, false);

            if (null != teamList)
            {
                //队友
                foreach (PlayerEntity other in teamList)
                {
                    PlayerDamageInfo damageInfo = new PlayerDamageInfo(other.gamePlay.InHurtedHp, (int)EUIDeadType.NoHelp, (int)EBodyPart.Chest, 0);
                    OnePlayerHealthDamage(contexts, gameRule, null, other, damageInfo, damageInfoCollector, true);
                }
            }
        }
        private static List <PlayerEntity> OnePlayerHealthDamage(Contexts contexts, IGameRule gameRule, PlayerEntity srcPlayer, PlayerEntity playerEntity, PlayerDamageInfo damage, IDamageInfoCollector damageInfoCollector, bool isTeam)
        {
            if (playerEntity.gamePlay.IsDead())
            {
                return(null);
            }

            float curHp      = playerEntity.gamePlay.CurHp;
            float realDamage = damage.damage;

            if (gameRule != null)
            {
                realDamage = gameRule.HandleDamage(srcPlayer, playerEntity, damage);
            }
            if (null != damageInfoCollector)
            {
                damageInfoCollector.SetPlayerDamageInfo(srcPlayer, playerEntity, realDamage, (EBodyPart)damage.part);
            }
            if (!SharedConfig.IsOffline && !SharedConfig.IsServer)
            {
                return(null);
            }

            float ret = playerEntity.gamePlay.DecreaseHp(realDamage);

            damage.damage = ret;

            //玩家状态
            List <PlayerEntity> teamList = CheckUpdatePlayerStatus(playerEntity, damage, !isTeam && gameRule != null ? gameRule.Contexts : null);

            //保存最后伤害来源
            StatisticsData statisticsData = playerEntity.statisticsData.Statistics;

            if (statisticsData.DataCollectSwitch)
            {
                if (playerEntity.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
                {
                    statisticsData.IsHited = true;
                    if (null != srcPlayer)
                    {
                        statisticsData.LastHurtKey = srcPlayer.entityKey.Value;
                    }
                    else
                    {
                        statisticsData.LastHurtKey = EntityKey.Default;
                    }
                    statisticsData.LastHurtType     = damage.type;
                    statisticsData.LastHurtPart     = damage.part;
                    statisticsData.LastHurtWeaponId = damage.weaponId;
                }

                //谁击倒算谁的人头
                if (statisticsData.IsHited)
                {
                    if (gameRule != null)
                    {
                        PlayerEntity lastEntity = gameRule.Contexts.player.GetEntityWithEntityKey(statisticsData.LastHurtKey);
                        if (null != lastEntity)
                        {
                            srcPlayer = lastEntity;
                        }
                    }
                    damage.type     = statisticsData.LastHurtType;
                    damage.part     = statisticsData.LastHurtPart;
                    damage.weaponId = statisticsData.LastHurtWeaponId;
                }

                if (playerEntity.gamePlay.IsDead())
                {
                    //UI击杀信息
                    int killType = 0;
                    if (damage.part == (int)EBodyPart.Head)
                    {
                        killType |= (int)EUIKillType.Crit;
                    }
                    if (playerEntity.gamePlay.IsHitDown())
                    {
                        killType |= (int)EUIKillType.Hit;
                    }
                    damage.KillType = killType;
                    //UI击杀反馈
                    if (null != srcPlayer && srcPlayer.playerInfo.TeamId != playerEntity.playerInfo.TeamId)
                    {
                        int feedbackType = 0;
                        if (damage.part == (int)EBodyPart.Head)
                        {
                            //爆头
                            feedbackType |= 1 << (int)EUIKillFeedbackType.CritKill;
                        }
                        if (damage.IsOverWall)
                        {
                            //穿墙击杀
                            feedbackType |= 1 << (int)EUIKillFeedbackType.ThroughWall;
                        }
                        if (SharedConfig.IsServer && null != gameRule && gameRule.Contexts.session.serverSessionObjects.DeathOrder == 0 && srcPlayer.playerInfo.TeamId != playerEntity.playerInfo.TeamId)
                        {
                            //一血
                            feedbackType |= 1 << (int)EUIKillFeedbackType.FirstBlood;
                        }
                        if (playerEntity.playerInfo.PlayerId == srcPlayer.statisticsData.Statistics.RevengeKillerId)
                        {
                            //复仇
                            feedbackType |= 1 << (int)EUIKillFeedbackType.Revenge;
                            srcPlayer.statisticsData.Statistics.RevengeKillerId = 0L;
                        }
                        //武器
                        WeaponResConfigItem newConfig = SingletonManager.Get <WeaponResourceConfigManager>().GetConfigById(damage.weaponId);
                        if (null != newConfig)
                        {
                            if (newConfig.SubType == (int)EWeaponSubType.Melee)
                            {
                                feedbackType |= 1 << (int)EUIKillFeedbackType.MeleeWeapon;
                            }
                            else if (newConfig.SubType == (int)EWeaponSubType.BurnBomb)
                            {
                                feedbackType |= 1 << (int)EUIKillFeedbackType.Burning;
                            }
                            else if (newConfig.SubType == (int)EWeaponSubType.Grenade)
                            {
                                feedbackType |= 1 << (int)EUIKillFeedbackType.Grenade;
                            }
                        }
                        if (feedbackType == 0)
                        {
                            //普通击杀
                            feedbackType = 1 << (int)EUIKillFeedbackType.Normal;
                        }
                        damage.KillFeedbackType = feedbackType;
                    }
                }

                //数据统计
                ProcessDamageStatistics(contexts, gameRule, srcPlayer, playerEntity, damage);
            }

            //击杀|击倒
            if (null != gameRule && playerEntity.gamePlay.IsDead())
            {
                gameRule.KillPlayer(srcPlayer, playerEntity, damage);
            }

            _logger.DebugFormat("change player hp entityId:{0}, health {1}->{2}, state {3}, srcPlayerId:{4}, playerId:{5}, hurtType:{6}, weaponId:{7}", playerEntity.entityKey.Value.EntityId, curHp, playerEntity.gamePlay.CurHp, playerEntity.gamePlay.LifeState, (srcPlayer != null) ? srcPlayer.playerInfo.PlayerId : 0, playerEntity.playerInfo.PlayerId, damage.type, damage.weaponId);

            return(teamList);
        }
 public static void ProcessPlayerHealthDamage(Contexts contexts, IPlayerDamager damager, PlayerEntity srcPlayer, PlayerEntity playerEntity, PlayerDamageInfo damage, IDamageInfoCollector damageInfoCollector)
 {
     if (null == damageInfoCollector)
     {
         _logger.Error("damageInfoCollector is null");
     }
     DoProcessPlayerHealthDamage(contexts, damager, srcPlayer, playerEntity, damage, damageInfoCollector);
 }
        public static void DoProcessPlayerHealthDamage(Contexts contexts, IPlayerDamager damager, PlayerEntity srcPlayer, PlayerEntity playerEntity, PlayerDamageInfo damage, IDamageInfoCollector damageInfoCollector)
        {
            IGameRule gameRule = null != damager ? damager.GameRule : null;

            DoProcessPlayerHealthDamage(contexts, gameRule, srcPlayer, playerEntity, damage, damageInfoCollector);
        }
 public static void ProcessPlayerHealthDamage(Contexts contexts, IPlayerDamager damager, PlayerEntity srcPlayer, PlayerEntity playerEntity, PlayerDamageInfo damage)
 {
     DoProcessPlayerHealthDamage(contexts, damager, srcPlayer, playerEntity, damage, null);
 }
        public static void ProcessDamageStatistics(Contexts contexts, IGameRule gameRule, PlayerEntity srcPlayer, PlayerEntity targetPlayer, PlayerDamageInfo damage)
        {
            if (null == targetPlayer)
            {
                return;
            }

            bool isTargetDead = targetPlayer.gamePlay.IsDead();

            if (isTargetDead)
            {
                targetPlayer.isFlagCompensation = false;
            }

            //攻击者
            if (null != srcPlayer)
            {
                bool isTeammate = srcPlayer.playerInfo.TeamId == targetPlayer.playerInfo.TeamId;

                bool isKill    = isTargetDead;
                bool isHitDown = targetPlayer.gamePlay.IsHitDown();
                bool isCrit    = damage.part == (int)EBodyPart.Head;



                targetPlayer.statisticsData.AddOtherInfo(srcPlayer.entityKey.Value, srcPlayer.WeaponController().HeldConfigId, isKill, isHitDown, damage.damage, srcPlayer.playerInfo, System.DateTime.Now.Ticks / 10000);

                //添加别人对自己的伤害记录(受伤不算)
                if (targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Alive) && !isTeammate)
                {
                    //添加自己对别人的伤害记录

                    srcPlayer.statisticsData.AddOpponentInfo(targetPlayer.entityKey.Value, srcPlayer.WeaponController().HeldConfigId, isKill, isHitDown, damage.damage, targetPlayer.playerInfo, targetPlayer.statisticsData.Statistics.DeadCount);
                    //总伤害量
                    srcPlayer.statisticsData.Statistics.TotalDamage += damage.damage;
                    //有效伤害
                    srcPlayer.statisticsData.Statistics.PlayerDamage += damage.damage;
                }

                if (isTargetDead)
                {
                    if (!isTeammate)
                    {
                        //击杀数
                        srcPlayer.statisticsData.Statistics.KillCount++;
                        srcPlayer.statisticsData.Statistics.LastKillTime = (int)DateTime.Now.Ticks / 10000;
                        //爆头击杀(不包括近战)
                        if (isCrit && !damage.IsKnife)
                        {
                            srcPlayer.statisticsData.Statistics.CritKillCount++;
                        }
                        //连杀数
                        srcPlayer.statisticsData.Statistics.EvenKillCount++;
                        if (srcPlayer.statisticsData.Statistics.EvenKillCount > srcPlayer.statisticsData.Statistics.MaxEvenKillCount)
                        {
                            srcPlayer.statisticsData.Statistics.MaxEvenKillCount = srcPlayer.statisticsData.Statistics.EvenKillCount;
                        }
                        //最大击杀距离
                        srcPlayer.statisticsData.Statistics.MaxKillDistance = Mathf.Max(srcPlayer.statisticsData.Statistics.MaxKillDistance,
                                                                                        UnityEngine.Vector3.Distance(srcPlayer.position.Value, targetPlayer.position.Value));
                        if (damage.WeaponType == EWeaponSubType.Pistol)
                        {
                            //手枪击杀
                            srcPlayer.statisticsData.Statistics.PistolKillCount++;
                        }
                        else if (damage.WeaponType == EWeaponSubType.Grenade)
                        {
                            //手雷击杀
                            srcPlayer.statisticsData.Statistics.GrenadeKillCount++;
                        }
                    }
                    else
                    {
                        //击杀队友
                        srcPlayer.statisticsData.Statistics.KillTeamCount++;
                    }
                }

                if (isHitDown && !isTeammate)
                {
                    //击倒数
                    srcPlayer.statisticsData.Statistics.HitDownCount++;
                }

                //总爆头数(不包括近战)
                if (isCrit && !damage.IsKnife && !isTeammate)
                {
                    srcPlayer.statisticsData.Statistics.CritCount++;
                }
            }

            //受击者
            //承受伤害量
            targetPlayer.statisticsData.Statistics.TotalBeDamage += damage.damage;
            if (isTargetDead)
            {
                //死亡次数
                targetPlayer.statisticsData.Statistics.DeadCount++;
                targetPlayer.statisticsData.Statistics.LastDeadTime = (int)DateTime.Now.Ticks / 10000;
                if (null == srcPlayer)
                {
                    targetPlayer.statisticsData.SetDeadType(damage.type);
                }
                else
                {
                    targetPlayer.statisticsData.AddKillerInfo(srcPlayer.entityKey.Value, srcPlayer.WeaponController().HeldConfigId, damage.type, srcPlayer.playerInfo);
                }
                if (SharedConfig.IsServer && null != gameRule)
                {
                    //死亡顺序(非自杀与队友击杀)
                    if (null != srcPlayer && srcPlayer.playerInfo.TeamId != targetPlayer.playerInfo.TeamId)
                    {
                        gameRule.Contexts.session.serverSessionObjects.DeathOrder++;
                        targetPlayer.statisticsData.Statistics.DeathOrder = gameRule.Contexts.session.serverSessionObjects.DeathOrder;
                    }
                    else
                    {
                        targetPlayer.statisticsData.Statistics.DeathOrder = -1;
                    }

                    //存活时间
                    IEventArgs args      = (IEventArgs)gameRule.Contexts.session.commonSession.FreeArgs;
                    int        startTime = FreeUtil.ReplaceInt("{startWaitTime}", args);
                    int        curTime   = FreeUtil.ReplaceInt("{serverTime}", args);
                    targetPlayer.statisticsData.Statistics.AliveTime = (int)((curTime - startTime) * 0.001f);
                    if (null != srcPlayer)
                    {
                        //一血
                        if (targetPlayer.statisticsData.Statistics.DeathOrder == 1)
                        {
                            srcPlayer.statisticsData.Statistics.GetFirstBlood = true;
                        }
                        //助攻数
                        foreach (var other in targetPlayer.statisticsData.Battle.OtherDict.Values)
                        {
                            if (other.PlayerKey == srcPlayer.entityKey.Value)
                            {
                                continue;
                            }
                            PlayerEntity otherEntity = gameRule.Contexts.player.GetEntityWithEntityKey(other.PlayerKey);
                            if (null != otherEntity && srcPlayer.playerInfo.TeamId == otherEntity.playerInfo.TeamId)
                            {
                                otherEntity.statisticsData.Statistics.AssistCount++;
                                if (System.DateTime.Now.Ticks / 10000 - other.timestamp <= 3000)
                                {
                                    int feedbackType = 0;
                                    feedbackType |= 1 << (int)EUIKillFeedbackType.Cooperate;
                                    SimpleProto message = FreePool.Allocate();
                                    message.Key = FreeMessageConstant.ScoreInfo;
                                    message.Ks.Add(3);
                                    message.Bs.Add(false);
                                    message.Ss.Add(FreeUtil.ReplaceVar(otherEntity.playerInfo.PlayerName, args));
                                    message.Ins.Add(0);
                                    message.Ins.Add(0);
                                    message.Ins.Add(feedbackType);
                                    FreeMessageSender.SendMessage(otherEntity, message);
                                }
                            }
                        }
                    }
                }

                //Send Message
                if (SharedConfig.IsServer)
                {
                    SendStatisticsMessage(targetPlayer);
                }
                else if (SharedConfig.IsOffline)
                {
                    targetPlayer.statisticsData.IsShow = true;
                }
            }
        }
        private static List <PlayerEntity> CheckUpdatePlayerStatus(PlayerEntity player, PlayerDamageInfo damage, Contexts contexts)
        {
            GamePlayComponent gamePlay = player.gamePlay;

            if (gamePlay.IsLifeState(EPlayerLifeState.Alive))
            {
                if (gamePlay.CurHp <= 0)
                {
                    //存活队友
                    int aliveCount = 0;
                    //存活队伍
                    HashSet <long> aliveTeams = new HashSet <long>();
                    if (null != contexts)
                    {
                        foreach (PlayerEntity other in contexts.player.GetEntities())
                        {
                            if (other.hasPlayerInfo && other != player && other.gamePlay.IsLifeState(EPlayerLifeState.Alive))
                            {
                                aliveTeams.Add(other.playerInfo.TeamId);
                                if (other.playerInfo.TeamId == player.playerInfo.TeamId)
                                {
                                    aliveCount++;
                                }
                            }
                        }
                    }
                    if (damage.type == (int)EUIDeadType.Drown || /*|| damage.type == (int) EUIDeadType.VehicleBomb*/
                        player.stateInterface.State.GetCurrentPostureState() == PostureInConfig.Swim ||
                        player.stateInterface.State.GetCurrentPostureState() == PostureInConfig.Dive)
                    {
                        //直接死亡
                        gamePlay.ChangeLifeState(EPlayerLifeState.Dead, player.time.ClientTime);
                    }
                    else if (aliveCount == 0)
                    {
                        //自己
                        gamePlay.ChangeLifeState(EPlayerLifeState.Dead, player.time.ClientTime);
                        //全队阵亡
                        if (null != contexts)
                        {
                            List <PlayerEntity> teamList = new List <PlayerEntity>();
                            foreach (PlayerEntity other in contexts.player.GetEntities())
                            {
                                if (other.hasPlayerInfo && other != player &&
                                    other.playerInfo.TeamId == player.playerInfo.TeamId &&
                                    other.gamePlay.IsLifeState(EPlayerLifeState.Dying))
                                {
                                    teamList.Add(other);
                                }
                            }
                            return(teamList);
                        }
                    }
                    else if (GetTeamCapacity(contexts) > 1 && aliveTeams.Count > 1)
                    {
                        //受伤状态
                        gamePlay.ChangeLifeState(EPlayerLifeState.Dying, player.time.ClientTime);
                    }
                    else
                    {
                        gamePlay.ChangeLifeState(EPlayerLifeState.Dead, player.time.ClientTime);
                    }
                }
            }
            else if (gamePlay.IsLifeState(EPlayerLifeState.Dying))
            {
                if (gamePlay.InHurtedHp <= 0)
                {
                    gamePlay.ChangeLifeState(EPlayerLifeState.Dead, player.time.ClientTime);
                }
                else
                {
                    int aliveCount = 0;
                    if (null != contexts)
                    {
                        foreach (PlayerEntity other in contexts.player.GetEntities())
                        {
                            if (other.hasPlayerInfo && other != player && other.gamePlay.IsLifeState(EPlayerLifeState.Alive) && other.playerInfo.TeamId == player.playerInfo.TeamId)
                            {
                                aliveCount++;
                            }
                        }
                    }
                    if (aliveCount == 0)
                    {
                        gamePlay.ChangeLifeState(EPlayerLifeState.Dead, player.time.ClientTime);
                    }
                }
            }
            return(null);
        }
Exemple #8
0
        private static List <PlayerEntity> OnePlayerHealthDamage(Contexts contexts, IGameRule gameRule, PlayerEntity srcPlayer, PlayerEntity playerEntity, PlayerDamageInfo damage, IDamageInfoCollector damageInfoCollector, bool isTeam)
        {
            if (playerEntity.gamePlay.IsDead())
            {
                return(null);
            }

            if ((DateTime.Now.Ticks / 10000L) - playerEntity.statisticsData.Statistics.LastHitDownTime <= 1000 && !damage.InstantDeath)
            {
                return(null);
            }

            float curHp      = playerEntity.gamePlay.CurHp;
            float realDamage = damage.damage;

            if (gameRule != null)
            {
                realDamage = gameRule.HandleDamage(srcPlayer, playerEntity, damage);
            }
            if (null != damageInfoCollector)
            {
                damageInfoCollector.SetPlayerDamageInfo(srcPlayer, playerEntity, realDamage, (EBodyPart)damage.part);
            }
            if (!SharedConfig.IsOffline && !SharedConfig.IsServer)
            {
                return(null);
            }

            float ret = playerEntity.gamePlay.DecreaseHp(realDamage);

            _logger.InfoFormat("[hit] after CurrHp :" + playerEntity.gamePlay.CurHp);
            damage.damage = ret;

            //玩家状态
            List <PlayerEntity> teamList = CheckUpdatePlayerStatus(playerEntity, damage, !isTeam && gameRule != null ? gameRule.Contexts : null);

            //保存最后伤害来源
            StatisticsData statisticsData = playerEntity.statisticsData.Statistics;

            if (statisticsData.DataCollectSwitch)
            {
                if (playerEntity.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
                {
                    statisticsData.IsHited = true;
                    if (null != srcPlayer)
                    {
                        statisticsData.LastHurtKey = srcPlayer.entityKey.Value;
                    }
                    else
                    {
                        statisticsData.LastHurtKey = EntityKey.Default;
                    }
                    statisticsData.LastHurtType     = damage.type;
                    statisticsData.LastHurtPart     = damage.part;
                    statisticsData.LastHurtWeaponId = damage.weaponId;
                }

                //击倒人头
                if (statisticsData.IsHited && (damage.type == (int)EUIDeadType.NoHelp || damage.type == (int)EUIDeadType.Poison || damage.type == (int)EUIDeadType.Bomb ||
                                               damage.type == (int)EUIDeadType.Drown || damage.type == (int)EUIDeadType.Bombing || damage.type == (int)EUIDeadType.Fall))
                {
                    if (gameRule != null)
                    {
                        PlayerEntity lastEntity = gameRule.Contexts.player.GetEntityWithEntityKey(statisticsData.LastHurtKey);
                        if (null != lastEntity)
                        {
                            srcPlayer = lastEntity;
                            if (srcPlayer.playerInfo.TeamId == playerEntity.playerInfo.TeamId)
                            {
                                damage.type     = statisticsData.LastHurtType;
                                damage.part     = statisticsData.LastHurtPart;
                                damage.weaponId = statisticsData.LastHurtWeaponId;
                            }
                            else
                            {
                                damage.type = (int)EUIDeadType.NoHelp;
                            }
                        }
                    }
                }

                if (playerEntity.gamePlay.IsHitDown())
                {
                    statisticsData.LastHitDownTime = (DateTime.Now.Ticks / 10000L);
                    SimpleProto message = FreePool.Allocate();
                    message.Key = FreeMessageConstant.ScoreInfo;
                    int feedbackType = 0;
                    message.Ks.Add(3);
                    message.Bs.Add(true);
                    if (null != srcPlayer)
                    {
                        if (srcPlayer.playerInfo.TeamId != playerEntity.playerInfo.TeamId)
                        {
                            feedbackType |= 1 << (int)EUIKillFeedbackType.Hit;
                        }
                        message.Ss.Add(srcPlayer.playerInfo.PlayerName);
                        message.Ds.Add(srcPlayer.playerInfo.TeamId);
                        message.Ins.Add(damage.weaponId);
                    }
                    else
                    {
                        message.Ss.Add("");
                        message.Ds.Add(-1);
                        message.Ins.Add(0);
                    }
                    message.Ins.Add((int)EUIKillType.Hit);
                    message.Ins.Add(feedbackType);
                    message.Ss.Add(playerEntity.playerInfo.PlayerName);
                    message.Ds.Add(playerEntity.playerInfo.TeamId);
                    message.Ins.Add(damage.type);
                    SendMessageAction.sender.SendMessage(contexts.session.commonSession.FreeArgs as IEventArgs, message, 4, string.Empty);
                }

                if (playerEntity.gamePlay.IsDead())
                {
                    //UI击杀信息
                    int killType = 0;
                    if (damage.part == (int)EBodyPart.Head)
                    {
                        killType |= (int)EUIKillType.Crit;
                    }
                    damage.KillType = killType;
                    playerEntity.playerInfo.SpecialFeedbackType = 0;
                    //UI击杀反馈
                    if (null != srcPlayer && srcPlayer.playerInfo.TeamId != playerEntity.playerInfo.TeamId)
                    {
                        int feedbackType = 0;
                        if (damage.part == (int)EBodyPart.Head)
                        {
                            //爆头
                            feedbackType |= 1 << (int)EUIKillFeedbackType.CritKill;
                        }
                        if (damage.IsOverWall)
                        {
                            //穿墙击杀
                            feedbackType |= 1 << (int)EUIKillFeedbackType.ThroughWall;
                        }
                        if (SharedConfig.IsServer && null != gameRule && gameRule.Contexts.session.serverSessionObjects.DeathOrder == 0 && srcPlayer.playerInfo.TeamId != playerEntity.playerInfo.TeamId)
                        {
                            //一血
                            feedbackType |= 1 << (int)EUIKillFeedbackType.FirstBlood;
                        }
                        if (playerEntity.playerInfo.PlayerId == srcPlayer.statisticsData.Statistics.RevengeKillerId)
                        {
                            //复仇
                            feedbackType |= 1 << (int)EUIKillFeedbackType.Revenge;
                            srcPlayer.statisticsData.Statistics.RevengeKillerId = 0L;
                        }
                        if (srcPlayer.playerInfo.JobAttribute == (int)EJobAttribute.EJob_Hero)
                        {
                            //英雄击杀
                            feedbackType |= 1 << (int)EUIKillFeedbackType.HeroKO;
                            playerEntity.playerInfo.SpecialFeedbackType = (int)EUIKillFeedbackType.HeroKO;
                        }
                        //武器
                        WeaponResConfigItem newConfig = SingletonManager.Get <WeaponResourceConfigManager>().GetConfigById(damage.weaponId);
                        if (null != newConfig)
                        {
                            if (newConfig.SubType == (int)EWeaponSubType.Melee)
                            {
                                feedbackType |= 1 << (int)EUIKillFeedbackType.MeleeWeapon;
                                playerEntity.playerInfo.SpecialFeedbackType = (int)EUIKillFeedbackType.MeleeWeapon;
                            }
                            else if (newConfig.SubType == (int)EWeaponSubType.BurnBomb)
                            {
                                feedbackType |= 1 << (int)EUIKillFeedbackType.Burning;
                            }
                            else if (newConfig.SubType == (int)EWeaponSubType.Grenade)
                            {
                                feedbackType |= 1 << (int)EUIKillFeedbackType.Grenade;
                            }
                        }
                        if (feedbackType == 0)
                        {
                            //普通击杀
                            feedbackType = 1 << (int)EUIKillFeedbackType.Normal;
                        }
                        damage.KillFeedbackType = feedbackType;
                    }
                }

                //数据统计
                ProcessDamageStatistics(contexts, gameRule, srcPlayer, playerEntity, damage);
            }

            //击杀|击倒
            if (null != gameRule && playerEntity.gamePlay.IsDead())
            {
                gameRule.KillPlayer(srcPlayer, playerEntity, damage);
            }

            _logger.DebugFormat("change player hp entityId:{0}, health {1}->{2}, state {3}, srcPlayerId:{4}, playerId:{5}, hurtType:{6}, weaponId:{7}", playerEntity.entityKey.Value.EntityId, curHp, playerEntity.gamePlay.CurHp, playerEntity.gamePlay.LifeState, (srcPlayer != null) ? srcPlayer.playerInfo.PlayerId : 0, playerEntity.playerInfo.PlayerId, damage.type, damage.weaponId);

            return(teamList);
        }
Exemple #9
0
        public static void ProcessDamageStatistics(IGameRule gameRule, PlayerEntity srcPlayer, PlayerEntity targetPlayer, PlayerDamageInfo damage)
        {
            if (null == targetPlayer)
            {
                return;
            }

            bool isTargetDead = targetPlayer.gamePlay.IsDead();

            if (isTargetDead)
            {
                targetPlayer.isFlagCompensation = false;
            }

            //攻击者
            if (null != srcPlayer)
            {
                bool isTeammate = srcPlayer.playerInfo.TeamId == targetPlayer.playerInfo.TeamId;
                if (isTeammate)
                {
                    return;
                }
                bool isKill    = isTargetDead;
                bool isHitDown = targetPlayer.gamePlay.IsHitDown();
                bool isCrit    = damage.part == (int)EBodyPart.Head;

                //总伤害量
                srcPlayer.statisticsData.Statistics.TotalDamage += damage.damage;

                //添加自己对别人的伤害记录
                srcPlayer.statisticsData.AddOpponentInfo(targetPlayer.entityKey.Value, srcPlayer.weaponLogicInfo.WeaponId, isKill, isHitDown, (int)damage.damage, targetPlayer.playerInfo);
                //添加别人对自己的伤害记录(受伤不算)
                if (targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
                {
                    targetPlayer.statisticsData.AddOtherInfo(srcPlayer.entityKey.Value, srcPlayer.weaponLogicInfo.WeaponId, isKill, isHitDown, (int)damage.damage, srcPlayer.playerInfo);
                    //有效伤害
                    srcPlayer.statisticsData.Statistics.PlayerDamage += damage.damage;
                }

                if (isTargetDead)
                {
                    if (srcPlayer.playerInfo.TeamId != targetPlayer.playerInfo.TeamId)
                    {
                        //击杀数
                        srcPlayer.statisticsData.Statistics.KillCount++;
                        srcPlayer.statisticsData.Statistics.LastKillTime = DateTime.Now.Millisecond;
                        if (isCrit)
                        {
                            srcPlayer.statisticsData.Statistics.CritKillCount++;
                        }
                        //连杀数(吃鸡模式)
                        srcPlayer.statisticsData.Statistics.EvenKillCount++;
                    }
                    else
                    {
                        //击杀队友
                        srcPlayer.statisticsData.Statistics.KillTeamCount++;
                    }
                    //最大击杀距离
                    srcPlayer.statisticsData.Statistics.MaxKillDistance = Mathf.Max(srcPlayer.statisticsData.Statistics.MaxKillDistance,
                                                                                    UnityEngine.Vector3.Distance(srcPlayer.position.Value, targetPlayer.position.Value));
                    if (damage.WeaponType == EWeaponSubType.Pistol)
                    {
                        //手枪击杀
                        srcPlayer.statisticsData.Statistics.PistolKillCount++;
                    }
                    else if (damage.WeaponType == EWeaponSubType.Grenade)
                    {
                        //手雷击杀
                        srcPlayer.statisticsData.Statistics.GrenadeKillCount++;
                    }
                }
                if (isHitDown)
                {
                    //击倒数
                    srcPlayer.statisticsData.Statistics.HitDownCount++;
                }
                if (isCrit)
                {
                    //总爆头数
                    srcPlayer.statisticsData.Statistics.CritCount++;
                }
            }

            //受击者
            //承受伤害量
            targetPlayer.statisticsData.Statistics.TotalBeDamage += damage.damage;
            if (isTargetDead)
            {
                //死亡次数
                targetPlayer.statisticsData.Statistics.DeadCount++;
                targetPlayer.statisticsData.Statistics.LastDeadTime = DateTime.Now.Millisecond;
                if (null == srcPlayer)
                {
                    targetPlayer.statisticsData.SetDeadType(damage.type);
                }
                else
                {
                    targetPlayer.statisticsData.AddKillerInfo(srcPlayer.entityKey.Value, srcPlayer.weaponLogicInfo.WeaponId, damage.type, srcPlayer.playerInfo);
                }
                if (SharedConfig.IsServer && null != gameRule)
                {
                    //死亡顺序
                    gameRule.Contexts.session.serverSessionObjects.DeathOrder++;
                    targetPlayer.statisticsData.Statistics.DeathOrder = gameRule.Contexts.session.serverSessionObjects.DeathOrder;
                    //存活时间
                    IEventArgs args      = (IEventArgs)gameRule.Contexts.session.commonSession.FreeArgs;
                    int        startTime = FreeUtil.ReplaceInt("{startWaitTime}", args);
                    int        curTime   = FreeUtil.ReplaceInt("{serverTime}", args);
                    targetPlayer.statisticsData.Statistics.AliveTime = (int)((curTime - startTime) * 0.001f);
                    if (null != srcPlayer)
                    {
                        //一血
                        if (targetPlayer.statisticsData.Statistics.DeathOrder == 1)
                        {
                            srcPlayer.statisticsData.Statistics.GetFirstBlood = true;
                        }
                        //助攻数
                        foreach (var other in targetPlayer.statisticsData.Battle.OtherDict.Values)
                        {
                            if (other.PlayerKey == srcPlayer.entityKey.Value)
                            {
                                continue;
                            }
                            PlayerEntity otherEntity = gameRule.Contexts.player.GetEntityWithEntityKey(other.PlayerKey);
                            if (null != otherEntity && srcPlayer.playerInfo.TeamId == otherEntity.playerInfo.TeamId)
                            {
                                //TODO 修改助攻的计算方式
                                otherEntity.statisticsData.Statistics.AssistCount++;
                            }
                        }
                    }
                }

                //Send Message
                if (SharedConfig.IsServer)
                {
                    SendStatisticsMessage(targetPlayer);
                }
                else if (SharedConfig.IsOffline)
                {
                    targetPlayer.statisticsData.IsShow = true;
                }
            }
        }