Exemple #1
0
        private TroopDamage SendAttackDamage(Troop troop, bool counter)
        {
            this.RecentlyFighting = 3;
            troop.RecentlyFighting = 3;
            TroopDamage damage = new TroopDamage();
            damage.SourceTroop = this;
            damage.DestinationTroop = troop;
            damage.Counter = counter;
            damage.AntiAttack = GameObject.Chance(troop.ChanceOfBlockAttack);
            damage.AntiArrowAttack = this.ArrowOffence && (troop.IsAntiArrowAttack || GameObject.Chance(troop.ChanceOfBlockArrowAttack));
            damage.AntiCounterAttack = !counter && this.IsAntiCounterAttack;
            damage.Critical = (!counter && !troop.OutburstPreventCriticalStrike) && (GameObject.Chance(this.ChanceOfMustCriticalStrike) || GameObject.Chance(this.CriticalStrikeChance - troop.AntiCriticalStrikeChance));
            damage.OnFire = GameObject.Chance((this.ChanceOfOnFire > this.BaseChanceOfOnFire) ? this.ChanceOfOnFire : this.BaseChanceOfOnFire);
            damage.Chaos = GameObject.Chance(this.ChanceOfChaosAttack);
            if (this.Status == TroopStatus.埋伏)
            {
                this.Status = TroopStatus.一般;
                damage.Waylay = true;
                if (!damage.Critical)
                {
                    this.PreAction = TroopPreAction.伏击;
                }
            }
            if (troop.Defence <= 0)
            {
                damage.Damage = troop.Quantity;
                return damage;
            }
            int defence = troop.Defence;
            if ((this.BaseDefenceConsidered > 0) && (this.DefenceConsidered > 0))
            {
                int num2 = (this.BaseDefenceConsidered < this.DefenceConsidered) ? this.BaseDefenceConsidered : this.DefenceConsidered;
                if (defence > num2)
                {
                    defence = num2;
                }
            }
            else if (this.BaseDefenceConsidered > 0)
            {
                if (defence > this.BaseDefenceConsidered)
                {
                    defence = this.BaseDefenceConsidered;
                }
            }
            else if (this.DefenceConsidered > 0)
            {
                if (defence > this.DefenceConsidered)
                {
                    defence = this.DefenceConsidered;
                }
            }
            else if (GameObject.Chance(this.ChanceOfFixDefenceAttack) && (defence > 100))
            {
                defence = 100;
            }
            damage.SourceOffence = this.Offence;
            if ((!troop.StuntAvoidSurround && !counter) && (this.StuntMustSurround || !GameObject.Chance(troop.AvoidSurroundedChance)))
            {
                TroopList surroundAttackingTroop = this.GetSurroundAttackingTroop(troop);
                if (surroundAttackingTroop.Count >= 3)
                {
                    int num3 = 0;
                    damage.Surround = true;
                    damage.DestinationMoraleChange -= GlobalVariables.SurroundFactor * ((surroundAttackingTroop.Count - 3) + 1);
                    troop.Effect = TroopEffect.被包围;
                    foreach (Troop troop2 in surroundAttackingTroop)
                    {
                        if (troop2 != this)
                        {
                            damage.SurroudingList.Add(troop2);
                            troop2.Surrounding = true;
                            damage.SourceOffence += StaticMethods.GetRandomValue(troop2.Offence, GlobalVariables.SurroundFactor * 4 / 5);
                            num3 += StaticMethods.GetRandomValue(troop2.ChaosAfterSurroundAttackChance, GlobalVariables.SurroundFactor * 2 / 5);
                        }
                    }
                    damage.Chaos = GameObject.Chance(this.ChaosAfterSurroundAttackChance + num3);
                }
            }
            //int num4 = (int) (((damage.SourceOffence * 500) * Parameters.TroopDamageRate) / ((float) defence));
            int num4 = (int)(Math.Pow(damage.SourceOffence / (float)defence, 0.62) * 1.16 * 500 * Parameters.TroopDamageRate);
            switch (troop.Army.Kind.Type)
            {
                case MilitaryType.步兵:
                    num4 = (int)(num4 * this.OffenceRateOnSubdueBubing);
                    break;

                case MilitaryType.弩兵:
                    num4 = (int)(num4 * this.OffenceRateOnSubdueNubing);
                    break;

                case MilitaryType.骑兵:
                    num4 = (int)((num4 * this.OffenceRateOnSubdueQibing) * ((this.RateOfQibingDamage > this.BaseRateOfQibingDamage) ? this.RateOfQibingDamage : this.BaseRateOfQibingDamage));
                    break;

                case MilitaryType.水军:
                    num4 = (int)(num4 * this.OffenceRateOnSubdueShuijun);
                    break;

                case MilitaryType.器械:
                    num4 = (int)(num4 * this.OffenceRateOnSubdueQixie);
                    break;
            }
            if (this.MoraleDownOfAttack > 0)
            {
                damage.DestinationMoraleChange -= this.MoraleDownOfAttack;
            }
            if (damage.OnFire)
            {
                int num5 = (int)((troop.Army.Kind.MinScale * Parameters.FireDamageScale) * base.Scenario.GetTerrainDetailByPositionNoCheck(troop.Position).FireDamageRate);
                num5 = (int)(num5 * this.FireDamageRate);
                if (troop.RateOfFireProtection > 0f)
                {
                    num5 = (int)(num5 * troop.RateOfFireProtection);
                }
                damage.FireDamage = num5;
            }
            damage.InjuredDamage = (int)(this.reduceInjuredOnAttack * damage.DestinationTroop.Army.Kind.MinScale);
            damage.TirednessIncrease = this.TirednessIncreaseOnAttack;
            damage.StealFood = Math.Min(damage.DestinationTroop.Food, this.StealFood);
            if (damage.Critical) //控制单挑发生相关
            {
                this.PreAction = TroopPreAction.暴击;
                num4 = (int)((num4 * 1.5f) * troop.RateOfCriticalDamageReceived);
                if (!(damage.Chaos || !GameObject.Chance(this.ChaosAfterCriticalStrikeChance)))
                {
                    damage.Chaos = true;
                }
                if (this.MoraleDecrementOfCriticalStrike > 0)
                {
                    damage.DestinationMoraleChange -= this.MoraleDecrementOfCriticalStrike;
                }
                Challenge challenge = new Challenge();
                challenge.ChallgenEvent(this, troop, damage, base.Scenario);  //单挑事件
                damage.InjuredDamage += (int)(this.reduceInjuredOnCritical * damage.DestinationTroop.Army.Kind.MinScale);
                damage.TirednessIncrease += this.TirednessIncreaseOnCritical;
            }
            if (damage.Waylay)
            {
                damage.DestinationMoraleChange -= 10;
                if (troop.NeverBeIntoChaosWhileWaylay)
                {
                    damage.Chaos = false;
                }
                else if (!this.Army.Kind.AirOffence)
                {
                    damage.Chaos = this.InevitableChaosOnWaylay || GameObject.Chance(30);
                }
            }
            if (damage.Counter)
            {
                num4 = (int)(num4 * 0.5f);
            }
            if (!(counter || (this.AttackDecrementOfCombativity <= 0)))
            {
                damage.DestinationCombativityChange -= this.AttackDecrementOfCombativity;
            }
            if (counter && (this.CounterAttackDecrementOfCombativity > 0))
            {
                damage.CounterCombativityDown += this.CounterAttackDecrementOfCombativity;
            }
            if (!troop.HasCombatTitle)
            {
                if (this.CombativityDecrementOnPower > 0)
                {
                    damage.DestinationCombativityChange -= this.CombativityDecrementOnPower;
                }
                if (this.MoraleDecrementOnPrestige > 0)
                {
                    damage.DestinationMoraleChange -= this.MoraleDecrementOnPrestige;
                }
            }
            if (GameObject.Chance(this.ChanceOfTrippleDamage))
            {
                num4 *= 3;
            }
            else if (GameObject.Chance(this.ChanceOfDoubleDamage))
            {
                num4 *= 2;
            }
            if (GameObject.Chance(troop.ChanceOfHalfDamage))
            {
                num4 /= 2;
            }
            damage.Damage = num4;
            damage.StealTroop = Math.Min(damage.DestinationTroop.Quantity, (int)(damage.Damage * this.StealTroop));
            damage.StealInjured = Math.Min(damage.DestinationTroop.InjuryQuantity, (int)(damage.Damage * this.StealInjured));
            damage.OfficerInjury = 0;
            if ((damage.Critical || troop.Quantity <= damage.Damage) && damage.Damage > 0 && GlobalVariables.OfficerDieInBattleRate > 0)
            {
                float dieChance = GlobalVariables.OfficerDieInBattleRate / 10000.0f;
                if (troop.Quantity <= damage.Damage)
                {
                    dieChance *= 2;
                }
                if (damage.Surround)
                {
                    dieChance *= 1.5f;
                }
                if (damage.Waylay)
                {
                    dieChance *= 3;
                }
                dieChance *= (damage.SourceTroop.Leader.Strength + damage.SourceTroop.Leader.Braveness * 10
                    - damage.DestinationTroop.Leader.Strength - damage.DestinationTroop.Leader.Braveness * 10 + 100) / 100.0f;
                double rand = GameObject.Random(100000) / 100000.0;
                damage.OfficerInjury = (float) (dieChance / rand);
                if (damage.OfficerInjury < 0.1)
                {
                    damage.OfficerInjury = 0;
                }
            }
            ExtensionInterface.call("TroopSendTroopDamage", new Object[] { this.Scenario, this, damage, troop, counter });
            return damage;
        }
Exemple #2
0
        private void HandleTroopDamage(TroopDamage damage)
        {
            GameObjects.Animations.TileAnimation animation;
            if (damage.Surround)
            {
                damage.DestinationTroop.Effect = TroopEffect.无;
                foreach (Troop troop in damage.SurroudingList)
                {
                    troop.Surrounding = false;
                }
            }
            int num = (((((2 + (damage.AntiArrowAttack ? 1 : 0)) + (damage.Critical ? 1 : 0)) + (damage.Chaos ? 1 : 0)) + (damage.OnFire ? 1 : 0)) + (damage.Waylay ? 1 : 0)) + (damage.SourceTroop.CombatMethodApplied ? 1 : 0);
            damage.SourceTroop.IncreaseAttackExperience(num * 2);
            damage.DestinationTroop.IncreaseBeAttackedExperience(num * 2);

            damage.SourceTroop.Leader.TroopDamageDealt += damage.Damage;
            damage.DestinationTroop.Leader.TroopBeDamageDealt += damage.Damage;



            if (damage.AntiAttack)
            {
                animation = base.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.抵挡, damage.DestinationTroop.Position, false);
                if (animation != null)
                {
                    damage.DestinationTroop.TryToPlaySound(damage.DestinationTroop.Position, this.getSoundPath(animation.LinkedAnimation), false);
                }
                if (this.OnAntiAttack != null)
                {
                    this.OnAntiAttack(damage.SourceTroop, damage.DestinationTroop);
                }
            }
            else if (damage.AntiArrowAttack)
            {
                animation = base.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.抵挡, damage.DestinationTroop.Position, false);
                if (animation != null)
                {
                    damage.DestinationTroop.TryToPlaySound(damage.DestinationTroop.Position, this.getSoundPath(animation.LinkedAnimation), false);
                }
                if (this.OnAntiArrowAttack != null)
                {
                    this.OnAntiArrowAttack(damage.SourceTroop, damage.DestinationTroop);
                }
            }
            else
            {
                if (damage.ChallengeHappened)  //处理单挑结果
                {
                    /*
                    this.CurrentSourceChallengePerson = damage.ChallengeSourcePerson;
                    this.CurrentDestinationChallengePerson = damage.ChallengeDestinationPerson;
                    if (this.OnPersonChallenge != null)
                    {
                        this.OnPersonChallenge(damage.ChallengeResult, damage.SourceTroop, this.CurrentSourceChallengePerson, damage.DestinationTroop, this.CurrentDestinationChallengePerson);
                    }
                    */
                    Challenge challeng = new Challenge();
                    challeng.HandleChallengeResult(damage, damage.ChallengeResult, damage.SourceTroop, damage.ChallengeSourcePerson, damage.DestinationTroop, damage.ChallengeDestinationPerson, base.Scenario);
                }
                if (damage.OfficerInjury > 0 && !damage.DestinationTroop.ImmunityOfDieInBattle)
                {
                    int c = GameObject.Random(damage.DestinationTroop.Persons.Count);
                    Person toInjure = damage.DestinationTroop.Persons[c] as Person;
                    toInjure.InjureRate -= damage.OfficerInjury;
                    if (toInjure.InjureRate < 0.05)
                    {
                        if (damage.DestinationTroop == damage.DestinationTroop.StartingArchitecture.RobberTroop)
                        {
                            damage.DestinationTroop.Persons.Remove(damage.DestinationTroop.Leader);
                            damage.DestinationTroop.Leader.LocationTroop = null;
                        }
                        else
                        {
                            if (!toInjure.ImmunityOfDieInBattle)
                            {
                                toInjure.KilledInBattle(damage.SourceTroop);
                            }
                        }
                    }
                }


                if (damage.OnFire && base.Scenario.IsFireVaild(damage.DestinationTroop.Position, false, MilitaryType.步兵))
                {
                    base.Scenario.SetPositionOnFire(damage.DestinationTroop.Position);
                }
                if ((damage.SourceTroop.StuntDayDecrementOfAttack > 0) && (damage.DestinationTroop.StuntDayLeft > 0))
                {
                    damage.DestinationTroop.StuntDayLeft -= damage.SourceTroop.StuntDayDecrementOfAttack;
                    if (damage.DestinationTroop.StuntDayLeft < 1)
                    {
                        damage.DestinationTroop.StuntDayLeft = 1;
                    }
                }
                if (!damage.SourceTroop.Destroyed && !damage.DestinationTroop.Destroyed)
                {
                    if (!damage.SourceTroop.MoraleNoChanceAfterAttacked)
                    {
                        damage.SourceTroop.ChangeMorale(damage.SourceMoraleChange);
                        CheckTroopRout(damage.SourceTroop);
                    }
                    if (!damage.SourceTroop.CombativityNoChanceAfterAttacked)
                    {
                        damage.SourceTroop.ChangeCombativity(damage.SourceCombativityChange);
                    }
                    /////////////////////////////////////////////////////////////////////
                    damage.DestinationTroop.DecreaseQuantity(damage.Damage);
                    if (damage.OnFire)
                    {
                        damage.DestinationTroop.DecreaseQuantity(damage.FireDamage);
                    }
                    damage.DestinationTroop.IncreaseInjuryQuantity(damage.Injury);
                    if (!damage.DestinationTroop.CombativityNoChanceAfterAttacked)
                    {
                        damage.DestinationTroop.ChangeCombativity(damage.DestinationCombativityChange);
                    }
                    if (!damage.DestinationTroop.MoraleNoChanceAfterAttacked)
                    {
                        damage.DestinationTroop.ChangeMorale(damage.DestinationMoraleChange);
                    }
                    damage.DestinationTroop.DecreaseInjuryQuantity(damage.InjuredDamage);
                    //////////////////////////////////////////////////////////////////////////////////
                    damage.SourceTroop.IncreaseQuantity(damage.StealTroop);
                    //damage.DestinationTroop.DecreaseQuantity(damage.StealTroop);
                    damage.SourceTroop.InjuryQuantity += damage.StealInjured;
                    //damage.DestinationTroop.DecreaseInjuryQuantity(damage.StealInjured);
                    ///////////////////////////////////////////////////////////////////////////////////
                    damage.DestinationTroop.Army.Tiredness += damage.TirednessIncrease;
                    damage.DestinationTroop.Food -= damage.StealFood;
                    damage.SourceTroop.IncreaseFood(damage.StealFood);
                    foreach (Person p in damage.DestinationTroop.Persons)
                    {
                        p.Tiredness += damage.TirednessIncrease;
                    }
                    if (!damage.SourceTroop.Destroyed)
                    {
                        CheckTroopRout(damage.SourceTroop, damage.DestinationTroop);
                    }
                    else
                    {
                        CheckTroopRout(damage.DestinationTroop);
                    }
                    if (!damage.DestinationTroop.Destroyed)
                    {
                        if ((damage.DestinationTroop.BelongedFaction != null) && (damage.DestinationTroop.BelongedFaction.RateOfCombativityRecoveryAfterAttacked > 0f))
                        {
                            damage.DestinationTroop.IncreaseCombativity(StaticMethods.GetRandomValue((int)((damage.DestinationTroop.Leader.Braveness * 100) * damage.DestinationTroop.BelongedFaction.RateOfCombativityRecoveryAfterAttacked), 100));
                        }
                        if (damage.BeCountered && !damage.SourceTroop.Destroyed)
                        {
                            damage.SourceTroop.DecreaseQuantity(damage.CounterDamage);
                            damage.SourceTroop.IncreaseInjuryQuantity(damage.CounterInjury);
                            if (!damage.SourceTroop.CombativityNoChanceAfterAttacked)
                            {
                                damage.SourceTroop.DecreaseCombativity(damage.CounterCombativityDown);
                            }
                            CheckTroopRout(damage.DestinationTroop, damage.SourceTroop);
                        }

                        //原来的单挑结果处理位置。因为必须在部队毁灭前处理人物,所以把代码上移。


                        if (!damage.SourceTroop.Destroyed)
                        {
                            if (damage.Waylay)
                            {
                                damage.DestinationTroop.OperationDone = true;
                                damage.DestinationTroop.MovabilityLeft = -1;
                                if (this.OnReceiveWaylay != null)
                                {
                                    this.OnReceiveWaylay(damage.SourceTroop, damage.DestinationTroop);
                                }
                            }
                            if (damage.Critical && (!damage.Waylay && (this.OnReceiveCriticalStrike != null)))
                            {
                                this.OnReceiveCriticalStrike(damage.SourceTroop, damage.DestinationTroop);
                            }
                            if (damage.Chaos)
                            {
                                damage.DestinationTroop.SetChaos(damage.SourceTroop.GenerateAttackChaosDay(2));
                            }
                        }
                    }
                }
            }
        }