/// <summary>
        /// 获取防御力(物,魂,魔)+ 触发的技能加成
        /// </summary>
        /// <returns></returns>
        public int GetDefenseNum(AbilityProperty property, CombatGeneral tagetGeneral)
        {
            var DefenseRatio = ConfigEnvSet.GetDecimal("Combat.DefenseRatio");
            int defenseNum   = 0;

            switch (property)
            {
            case AbilityProperty.Physical:
                bool    tType       = false;
                decimal tpLvPercent = GetLvPercent(tagetGeneral, out tType);
                defenseNum = IsMonster ? PhyDefenseNum : (int)Math.Floor(this.PowerNum * this.Lv * DefenseRatio);
                defenseNum = MathUtils.Addition(defenseNum, ExtraDefense.WuliNum, int.MaxValue);
                defenseNum = (int)Math.Floor(TriggerAbilityEffectNum(AbilityType.WuLiFangYu, defenseNum));
                if (!tType)
                {
                    defenseNum = MathUtils.Subtraction(defenseNum, (tpLvPercent * defenseNum).ToInt());
                }
                else
                {
                    defenseNum = MathUtils.Addition(defenseNum, (tpLvPercent * defenseNum).ToInt());
                }
                defenseNum = MathUtils.Addition(defenseNum, ExtraDefense.AdditionWuliNum * defenseNum).ToInt();
                break;

            case AbilityProperty.Ability:
                defenseNum = IsMonster ? AbiDefenseNum : (int)Math.Floor(this.SoulNum * this.Lv * DefenseRatio);
                defenseNum = MathUtils.Addition(defenseNum, ExtraDefense.HunjiNum, int.MaxValue);
                defenseNum = (int)Math.Floor(TriggerAbilityEffectNum(AbilityType.HunJiFangYu, defenseNum));
                defenseNum = MathUtils.Addition(defenseNum, ExtraDefense.AdditionHunjiNum * defenseNum).ToInt();
                break;

            case AbilityProperty.Magic:
                defenseNum = IsMonster ? MagDefenseNum : (int)Math.Floor(this.IntellectNum * this.Lv * DefenseRatio);
                defenseNum = MathUtils.Addition(defenseNum, ExtraDefense.MofaNum, int.MaxValue);
                defenseNum = (int)Math.Floor(TriggerAbilityEffectNum(AbilityType.MoFaFangYu, defenseNum));
                defenseNum = MathUtils.Addition(defenseNum, ExtraDefense.AdditionMofaNum * defenseNum).ToInt();
                break;

            default:
                break;
            }

            if (!defenseNum.IsValid())
            {
                defenseNum = 0;
            }
            return(defenseNum);
        }
        /// <summary>
        /// 触发爆击概率
        /// </summary>
        /// <param name="tagetGeneral"></param>
        /// <param name="baojiPercent"></param>
        /// <returns></returns>
        public bool TriggerBaojiPercent(CombatGeneral tagetGeneral, out decimal baojiPercent)
        {
            bool    tType       = false;
            decimal tpLvPercent = GetLvPercent(tagetGeneral, out tType);

            baojiPercent = this.BaojiNum + TriggerAbilityEffectNum(AbilityType.BaoJi, 1);
            decimal renxingPercent = tagetGeneral.RenxingNum + tagetGeneral.TriggerAbilityEffectNum(AbilityType.RenXing, 1);

            baojiPercent = MathUtils.Subtraction(baojiPercent, renxingPercent, 0);
            if (!tType)
            {
                baojiPercent = MathUtils.Addition(baojiPercent, tpLvPercent);
            }
            else
            {
                baojiPercent = MathUtils.Subtraction(baojiPercent, tpLvPercent, 0);
            }
            return(RandomUtils.IsHit(baojiPercent));
        }
        /// <summary>
        /// 等级差压制
        /// </summary>
        /// <param name="tagetGeneral"></param>
        /// <param name="tType">False:攻击方等级高,True:被攻击方等级高</param>
        /// <returns></returns>
        private decimal GetLvPercent(CombatGeneral tagetGeneral, out bool tType)
        {
            tType = false;
            var lvrate = ConfigEnvSet.GetDecimal("Combat.LvPercentRate");
            var subLv  = 0;

            if (tagetGeneral.Lv > this.Lv)
            {
                tType = true;
                subLv = MathUtils.Subtraction(tagetGeneral.Lv, this.Lv, (short)0);
            }
            else
            {
                subLv = MathUtils.Subtraction(this.Lv, tagetGeneral.Lv, (short)0);
            }
            var val = subLv * lvrate;

            return(val);
        }
        /// <summary>
        /// 触发格挡概率
        /// </summary>
        /// <param name="tagetGeneral"></param>
        /// <param name="gedangPercent"></param>
        /// <returns></returns>
        public bool TriggerGeDangPercent(CombatGeneral tagetGeneral, out decimal gedangPercent)
        {
            //原因:等级压制
            bool    tType       = false;
            decimal tpLvPercent = GetLvPercent(tagetGeneral, out tType);

            gedangPercent = this.GedangNum + TriggerAbilityEffectNum(AbilityType.GeDang, 1);
            decimal pojiNumPercent = tagetGeneral.PojiNum + tagetGeneral.TriggerAbilityEffectNum(AbilityType.PoJi, 1);

            if (!tType)
            {
                pojiNumPercent = MathUtils.Subtraction(pojiNumPercent, tpLvPercent);
            }
            else
            {
                pojiNumPercent = MathUtils.Addition(pojiNumPercent, tpLvPercent);
            }
            gedangPercent = MathUtils.Subtraction(gedangPercent, pojiNumPercent, 0);
            return(RandomUtils.IsHit(gedangPercent));
        }
        /// <summary>
        /// 触发命中概率
        /// </summary>
        /// <param name="general"></param>
        /// <param name="tpLvPercent"></param>
        /// <param name="percent"></param>
        /// <returns></returns>
        public bool TriggerHitPercent(CombatGeneral tagetGeneral, out decimal hitPercent)
        {
            //int tType = 0;
            //decimal tpLvPercent = GetLvPercent(tagetGeneral, out tType);
            hitPercent = HitNum + TriggerAbilityEffectNum(AbilityType.MingZhong, 1);
            decimal shanbiPercent = tagetGeneral.ShanbiNum + tagetGeneral.TriggerAbilityEffectNum(AbilityType.ShanBi, 1);

            hitPercent = MathUtils.Subtraction(hitPercent, shanbiPercent, 0);

            //原因:增加最小概率
            decimal minHitNum = ConfigEnvSet.GetDecimal("Combat.MinHitPercent");

            if (minHitNum == 0)
            {
                minHitNum = (decimal)0.4;
            }
            if (hitPercent < minHitNum)
            {
                hitPercent = minHitNum;
            }
            return(RandomUtils.IsHit(hitPercent));
        }