コード例 #1
0
        /// <summary>
        /// 効果範囲が範囲のスキルの対象を決定します
        /// </summary>
        /// <returns>対象のキャラクターのリスト</returns>
        /// <param name="useSkill">使用するスキル</param>
        private FieldPosition decideHostileAreaTarget(IActiveSkill useSkill)
        {
            int range = ActiveSkillSupporter.searchRange(useSkill, user);
            Dictionary <FieldPosition, int> areaDangerLevelTable = BattleManager.getInstance().getRawAreaDangerLevelTableInRange(user, range);
            var keys           = areaDangerLevelTable.Keys;
            int sumDangerLevel = 0;

            foreach (FieldPosition pos in keys)
            {
                sumDangerLevel += areaDangerLevelTable[pos];
            }

            //最終判定:レベルが高いところへ
            int rand = UnityEngine.Random.Range(0, sumDangerLevel);

            foreach (FieldPosition pos in keys)
            {
                if (areaDangerLevelTable[pos] <= rand)
                {
                    return(pos);
                }
                else
                {
                    rand -= areaDangerLevelTable[pos];
                }
            }
            throw new InvalidOperationException("cannot decide areaTarget");
        }
コード例 #2
0
        /// <summary>
        /// 効果範囲が単体のスキルの対象を決定します
        /// </summary>
        /// <returns>対象となったキャラクター</returns>
        /// <param name="useSkill">使用するスキル</param>
        private IBattleable decideHostileSingleTarget(IActiveSkill useSkill)
        {
            //レベルを合計する
            int sumLevel = 0;
            List <IBattleable> hostalityTargets = new List <IBattleable>();

            var targets = BattleManager.getInstance().getCharacterInRange(user, ActiveSkillSupporter.searchRange(useSkill, user));

            foreach (IBattleable target in targets)
            {
                if (target.isHostility(user.getFaction()))
                {
                    hostalityTargets.Add(target);
                    sumLevel += target.getLevel();
                }
            }

            //最終判定:計算可能な形式の変数にする
            Dictionary <int, int> levelTable = new Dictionary <int, int>();

            for (int i = 0; i < hostalityTargets.Count; i++)
            {
                levelTable.Add(i, hostalityTargets[i].getLevel());
            }

            return(hostalityTargets[MathHelper.getRandomKeyLowerOrderProbality(levelTable)]);

            throw new InvalidOperationException("Cannot decideHostileSingleTarget.");
        }
コード例 #3
0
        /// <summary>
        /// skillNodeが選択された時の処理
        /// </summary>
        /// <param name="chosenSkill">選択されたIActiveSkill</param>
        public void skillChose(IActiveSkill chosenSkill)
        {
            this.chosenActiveSkill = chosenSkill;

            if (ActiveSkillSupporter.isAffectSkill(chosenSkill))
            {
                Extent extent = ActiveSkillSupporter.searchExtent(chosenSkill);
                int    range  = ActiveSkillSupporter.searchRange(chosenSkill, player);
                inputTargetList(extent, range);
            }
            else if (chosenSkill.getActiveSkillType() == ActiveSkillType.MOVE)
            {
                int move = ActiveSkillSupporter.searchMove(chosenSkill, player);
                inputMoveAreaList(move);
            }
            else
            {
                throw new NotSupportedException("Unkonwn skillType");
            }
        }
コード例 #4
0
        public IActiveSkill decideSkill()
        {
            //ボーナス値のテーブルです。最終的に足されます。
            Dictionary <ActiveSkillCategory, int> probalityBonus = new Dictionary <ActiveSkillCategory, int>()
            {
                { ActiveSkillCategory.NORMAL, 0 },
                { ActiveSkillCategory.CAUTION, 0 },
                { ActiveSkillCategory.DANGER, 0 },
                { ActiveSkillCategory.POWER, 0 },
                { ActiveSkillCategory.FULL_POWER, 0 },
                { ActiveSkillCategory.SUPPORT, 0 },
                { ActiveSkillCategory.HEAL, 0 },
                { ActiveSkillCategory.MOVE, 0 }
            };

            //div0を防ぐための処理
            int maxMp = (user.getMaxMp() > 0) ? user.getMaxMp() : 1;

            //HPが50%以下の場合、caution可能性値を+20します
            if (this.user.getHp() / maxMp <= 0.5f)
            {
                probalityBonus[ActiveSkillCategory.CAUTION] += 20;
            }

            //HPが20%以下の場合、danger可能性値を+30します
            if (this.user.getHp() / maxMp <= 0.2f)
            {
                probalityBonus[ActiveSkillCategory.DANGER] += 30;
            }

            //HPが70%以下の場合、攻撃する可能性値を-5、移動する可能性を+10します
            if (this.user.getHp() / maxMp <= 0.7f)
            {
                probalityBonus[ActiveSkillCategory.NORMAL]     -= 5;
                probalityBonus[ActiveSkillCategory.POWER]      -= 5;
                probalityBonus[ActiveSkillCategory.FULL_POWER] -= 5;
                probalityBonus[ActiveSkillCategory.MOVE]       += 10;
            }

            List <ActiveSkillCategory> categories = new List <ActiveSkillCategory>(probalityBonus.Keys);

            //スキルの射程内に何もいない、またはコスト外の時、ボーナス値を使って可能性値を0にします。
            foreach (ActiveSkillCategory category in categories)
            {
                IActiveSkill categorySkill = activeSkills.getSkillFromSkillCategory(category);

                if (!ActiveSkillSupporter.isAffectSkill(categorySkill))
                {
                    continue;
                }

                int  range     = ActiveSkillSupporter.searchRange(categorySkill, user);
                bool isInRange = BattleManager.getInstance().sumFromAreaTo(user, range) > 0;

                bool canUse = categorySkill.getCost() <= user.getMp();

                if (!isInRange || !canUse)
                {
                    probalityBonus[category] = -1 * probalityTable[category];
                }
            }

            //基礎値 + ボーナス値が負の値の場合、可能性値が0になるように設定し直します
            foreach (ActiveSkillCategory category in categories)
            {
                if (probalityTable[category] + probalityBonus[category] < 0)
                {
                    probalityBonus[category] = -1 * probalityTable[category];;
                }
            }

            //可能性値を合計します
            int sum = 0;

            foreach (ActiveSkillCategory category in categories)
            {
                sum += probalityTable[category] + probalityBonus[category];
            }

            //合計が0の場合、攻撃不可と判断して移動します
            if (sum <= 0)
            {
                return(activeSkills.getSkillFromSkillCategory(ActiveSkillCategory.MOVE));
            }

            //乱数でスキルを選択します
            int choose = UnityEngine.Random.Range(0, sum);

            foreach (ActiveSkillCategory category in categories)
            {
                int probality = probalityTable[category] + probalityBonus[category];
                if (choose < probality)
                {
                    return(activeSkills.getSkillFromSkillCategory(category));
                }
                choose -= probalityTable[category] + probalityBonus[category];
            }

            throw new InvalidOperationException("exception state");
        }