コード例 #1
0
        /// <summary>
        /// 选择的规则是:
        /// 1. 判定EffectTarget(范围)
        /// 2. 判定flag-剔除友军,敌军等概念, 进入战斗状态的则再最后判定(状态可能目前并不会去设定)
        /// 3. 判定EffectTargetType-剔除
        /// 4. 每个NPC的概率
        /// 5. 判定EffectTargetStatusReject-剔除
        /// 6. 选择目标的数量不能超过上限
        ///
        /// </summary>
        /// <param name="caster">Caster.</param>
        /// <param name="targets">Targets.</param>
        /// <param name="efCfg">Ef cfg.</param>
        public IEnumerable <ServerNPC> Select(ServerNPC caster, IEnumerable <ServerNPC> targets, EffectConfigData efCfg)
        {
                        #if DEBUG
            Utils.Assert(efCfg == null, "Effect Selector can't find target unless EffectConfigData isn't null");
                        #endif

            List <ServerNPC>        reTarget = null;
            IEnumerable <ServerNPC> itor     = null;

            /// 1. 判定EffectTarget(范围)2. 判定flag-剔除友军,敌军等概念
            reTarget = areaSelector.SelectArea(caster, targets, efCfg);

            /// 3. 判定EffectTargetType-剔除 建筑物
            LifeNPCType lifeType = efCfg.EffectTargetType.toPositive();
            itor = reTarget.Where(n => lifeType.check(n.data.configData.type));

            /// 4. 每个NPC的概率   5.判定EffectTargetStatusReject
            itor = itor.Where(n => {
                ServerLifeNpc lifeTar = n as ServerLifeNpc;
                bool ok = random.happen(efCfg.Prob);
                if (lifeTar != null)
                {
                    if (ok)
                    {
                        return(!lifeTar.curStatus.AnySame(efCfg.EffectTargetStatusReject));
                    }
                    else
                    {
                        return(ok);
                    }
                }
                else
                {
                    return(ok);
                }
            }
                              );

            ///6. 选择的目标数量不能超过上限
            if (efCfg.EffectLimit > 0)
            {
                itor = itor.Take(efCfg.EffectLimit);
            }
            else if (efCfg.EffectLimit == 0)
            {
                itor = new List <ServerNPC>().AsEnumerable <ServerNPC>();
            }

            return(itor);
        }